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mkdm

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Everything posted by mkdm

  1. Hi Michael! Solved! Thanks a lot! I had to completely uninstall 3DCoat both my laptop and desktop, then delete ALL folder related to 3DCoat in c:\Program Files.... and "Documents" and reinstall again the latest 4.8.15c build. I hope not to have again this issue with next builds. Marco (mkdm)
  2. Hello everyone. I don't know if there's something wrong with my PC but this latest 4.8.14C crashes every time!! With 4.8.13 no problem at all! The crash happens just after I try to create an empty voxel scene from the startup window of 3DC. Simply I get the generic Windows message "3DC has stopped working..." What's going on ? Thanks. Marco (mkdm)
  3. Hi Andrew and 3DCoat Team! I've tried many times to download latest 4.8.06 (for Windows) but the download process is extremely slow and after a while it stops. I never had this problem before, and I have checked my internet connection and all works fine. Could you please check if there's a problem with this download ? Thanks and have a nice day. Marco (mkdm)
  4. Yes Michael. @You : "...Just giving up some points to 3D Coat Development for the good work...." I totally agree! 3D Coat has a great developer (and also his teammates) ! Bye. Marco (mkdm)
  5. Hi Michael. @You "...if we let aside the small bugs (normal for a major release)..." Yes, I totally agree with you about the improvements of this new update. But also we can't forget that this thread is called :"3D-Coat 4.8 Beta testing thread". So, I think that we must help Andrew to improve 3D-Coat more and more, also helping him for the constant bug-fixing activity. Have a nice day. Marco (mkdm)
  6. Hi Andrew. I confirm the bug found by Cleitus : "When you add new environment map to all of color become black" I have made a test and I got the bug. Please check this video. It show you the strange behavior : http://take.ms/49RYL I stay tuned. Bye. Marco (mkdm)
  7. Hi Andrew. Thanks for the update! I don't know if you want to totally get rid of RMB operation within menus so I don't know if this is a useless post, but I think that there is still some problem with RMB : The Smart Materials Tab of the Paint Room and the Shaders Tab of the Sculpt Room don't react to the RMB in order to change the current folder.It works only if I pick the little arrow and the "Folder" menu item, or the menu shown as Buttons. RMB works also with Stencil Tab. Please check this video : http://take.ms/ORC9J Have a nice day. Marco (mkdm)
  8. Hi 3DCoat Team! Thanks a lot for this very welcome updates. I the coming days I hope to start exploring all new features, but I think that it should be very desirable to have some new video tutorials about that. In the meantime I found that there's a little some issue with the UI. I'm running 3D-Coat 4.8.01 OpenGL 64 on WIndows 10 Pro 64 Bit 1) In the Sculpt Room the Quick Access window has no labels but only icons. Labels are invisible. 2) The Smart Materials Tab of the Paint Room doesn't reacts properly to the RMB to change the materials. Only if I pick the little arrow and the "Folder" menu item, it works. Please check this brief video : https://monosnap.com/file/3WrNkAFuoVb2cNEQzv1JOGHHGx2qZC I stay tuned. Have a nice day. Marco (mkdm)
  9. Hi EmperorHamHam. Thanks a lot for your suggestion! ASAP I hop to find some extra spare time to test also PTEX workflow. Thanks. Marco (mkdm)
  10. Hi Carlosan. @You : "...Is not as good as paint-sculpt at same time, i know. But may be this workflow acan help." Yes. I thought so too! Maybe another good way especially for mechanic-style concepts, could be to use the "Vox Hide" tool coupled with Objectify-Hidden in order to slice and cut a base model and apply different shaders to each piece. I have to try. About integration with InstantLight, yes, for sure I will ask to Michael. Thanks again. I Will let you know the results of my experimentation! Have a nice day. Marco (mkdm)
  11. Thank you very much Carlosan!!! Based on what you told me and a brief look to some tutorial and a quick experiment that I made, I think that PBR Shaders + Vertex Painting it's the only way to go for me in order to achieve what I'm trying to do. ASAP I'm going to watch more in depth the tutorials and study these things and making some practicing. I hope to be able in few days to start the production of very fast and quick 3D-Coat renderings of concept models and some 3DArt (for fun). Currently into my pipeline I use this different tools to create the starting meshes to work on inside 3D-Coat : 1) 3D-Coat sculpt room itself 2) Moi 3D, an excellent Nurbs cad for artists and designers (and sporadically also Rhino V5/V6 WIP) 3) NVI/RocketrF, a very powerful low-poly/Subdivision surface modeler For what I've tried so far my intention is to use this particular workflow : 1) Export the base mesh from one of the above tools (Moi3D, ect...) 2) Import the base mesh into the 3DCoat's Sculpt Room in order to use it as a base mash to build a very high mesh model 3) Do sculpting 4) Apply base shaders 5) Painting in Paint Room 6) Render inside 3D-Coat I hope that this workflow can give me good results with getting rid of the whole too time consuming Retopo-UV phase. Furthermore, because I'm one of the beta tester of InstantLight from its earlier beta stage, I hope that they will soon implement one of the most interesting announced features for it, that is Bridge to 3D-Coat and the chance to directly import inside IL the Hi-Poly mesh painted in Vertex Painting from 3D-Coat and directly render them in realtime inside IL. This is one of the most wanted feature of IL, IMHO. Do you have any suggestion about how to use the couple "3D-Coat + Instant Light" at the best ? I think that IL, it's a very promising realtime renderer even if it has still bugs here and there and must have better and more intuitive workflow, and coupled with one (or more) Gtx 1080 Ti it can really offers impressive results, much much better than Toolbag. But, this is only a very personal opinion. Thanks again for all you kind support! I stay tuned. Ciao! Marco (mkdm)
  12. Thanks a lot for continuous support @You : "...Exactly, this is how the polypaint function works. Bump or normal map of that material it's never applied..." So, there's no way I can be saved from the hated Retopo-UV ? In my previous message I talked about Vertex Painting ? Is that way suitable to achieve what I want (Paint directly over hi-res mesh with all painting details such as normal map, bump, etc...) ? My serious problem is that I absolutely need to find a fast workflow to render Hi-Res painted objects in order to produce a decent amount of concept rendering as quickly as possible all inside 3D-Coat. I know that you are a master in workflow. Please help to find a suitable way to achieve this. If Vertex Painting is the way, please tell a good complete tutorial too learn how to use it. Thank you very much!! Marco (mkdm)
  13. Hi Carlosan. Thanks a lot for the quick reply. I first of all want to tell you that I really appreciate your help But...This workflow is driving me crazy... What you wrote me is to search into the whole 3D-Coat Youtube channel. I thank you for help, but it's a too huge stuff to watch. It takes a huge amount of time. Also I already know Alien Minefield's tutorials but the problem is always the same : all that stuff requires the usual workflow, that is Retopo-UV-Painting. I absolutely need to learn how to directly painting over Hi-Res mesh without Retopo and UV but having the Samrt materials applied correctly with normal and the correct scale. I've found these 3 tutorials : Is this the right direction ? Please, help me to find a suitable way to achieve what I'm looking for. Thanks a lot. I stay tuned. Marco (mkdm)
  14. Hi Carlosan and good morning. First of all I wish to thank you for your kind and prompt support. Much appreciated For a better help I recap here my current config : 3D-Coat 4.7.35 in OpenGL64 Windows 10 Pro 64Bit English Intel i7-7700K 4.2 - 4.5 Ghz 32 Gb DDR4 Ram 3000 Mhz dual channel Overclocked Gtx 1080 Ti With that said, I tell you that I tried to follow your suggestion about importing textured object in Paint room and so on, but I have to say that I didn't understand correctly some of your suggestion. For what I've seen with the quick test I've made, the only workflow that does what I want do to is this : 1) Retopo a Hi-res mesh or use directly a low-poly obj 2) Apply UV to it 3) Paint in Paint Room 4) Export each objects with textures (AO, normal, rough, metal, albedo), each with its unique UV set name 5) Open New 3D-Coat project 6) Import all painted objects 7) Delete ALL layers except Layer 0 9 - Load each single texture for each object, using each UV set name. 10) Finally I can setup the scene and perform a quick render in render room Now, this works, but it's NOT what I'm trying to do. I'm not so familiar with 3D-Coat and I still don't know all its workflow. As I said in my previous messages, I'm looking for the fastest way, with acceptable results, to produce quick and good enough renderings of concepts modelling or 3D art. Without the need to achieve Photorealism. So, the built in 3D-Coat's renderer is enough for this pourpose. But the crucial point is this : I don't have to spent time to Retopo and UV. Because if I have to do these steps I loose every advantages of doing quick works and I'm forced to follow the traditional workflow, Retopo-Uv-Paint-Export-Render in external Renderer. I already know how to do these things. I'm looking for a good way to perform this particular workflow : 1) Having a sculpt Hi-Res mesh in 3D-Coat or import a Hig-res mesh into it 2) Painting and texturing directly over the Hi-res mesh inside 3D-Coat WITHOUT the need to Retopo and UV and without the need to export the objects and textures outside of 3D-Coat 3) Jump into Render room, setup the scene and perform quick renderings. Nothing more than that. At this stage I don't want to use any external tool (Blender and so on...) But, I don't know which is the correct workflow to follow inside 3D-Coat in order to achieve what I aim. For example, I tried to paint directly into Paint Room over a Hi-res mesh but the problem is that when I choose any "Smart material" I see it correctly trough the preview window, but when I apply it to the mesh, it's always in wrong scale and the Bump or normal map of that material it's never applied an all look flat and grainy. I've also tried to paint over Hi-res mesh using one of the option present in startup screen but with the same bad result. Please, help to find the correct workflow, if possible to achieve this : Paint directly over Hi-Res mesh with all "Smart material", setup a scene and render directly inside 3D-Coat without the need to export hings outside of 3D-Coat. This is the only way I can follow at the moment in order to help me in my actual situation : produce fast concept rendering using the painting abilities of 3D-Coat. Any tutorial or other kind of help would me much appreciated. Thanks you very much for support. Have a nice day. Marco (mkdm)
  15. Hi Carlosan. Thanks a lot for support. @You : "...If the mesh and the textures are in the same folder, everything -mesh and textures- are loaded automatically in Paint Room...." The workflow I told you with my previous mail is correct ? I mean, export the painted objects using "NONE" preset is correct ? @You : "...Same as High mesh with polypaint, can be imported in Sculpt room using surface mode...." Could you please explain what is the command to perform in order to import high polypainted mesh ? A little video could be very helpful for me. At the moment I cannot afford the purchase of other products, but in my current pipeline I have 3D-Coat, InstantLight, Blender and Thea Render. InstantLight promised some times ago to provide a gfast way to render directly High mesh painted in 3D-Coat, but for the moment it seems that this feature is missing. So for IL, blender and Thea I need to retopo and UV the models and then paint them. But this is too time consuming for fast concept rendering. The perfect solution for me now could be to polypaint directly over High-poly mesh in paint room, assemble some painted objects and render directly inside 3D-Coat. For the moment I don't need Photorealism for concepts but easy and quick results. Thanks a lot. I stay tuned. Marco (mkdm)
  16. Hi Carlosan and thanks a lot fro you help. But....I've tried many times with many different approaches and the only one that I could make it work is this : 1) I do retopo,uv and painting each object separately in a new 3d-Coat project each 2) I export each painted object using "NONE" preset and selecting these maps for export : AO, Normal Map (tangent), Albedo, Metal, Rough (using Rough/Metal workflow) 3) I create a new blank 3D-Coat project 4) Jump into Paint Room 5) Import the first painted object with "File -> Import model for per pixel painting" 6) Leave all default features except : Keep UV to Yes and Lock Normal to Yes 7) Now in layers Tab I DELETE each layers except Layer 0 8 - Now I import the second painted object with "File -> Import object" 9) Leave all default features except : Keep UV to Yes and Lock Normal to Yes 10) Now in layers Tab I DELETE again each new layers except Layer 0 Now I have only a Layer 0 that contains all geometry Now I can use the menu "Texture -> Import " (color/rough/metal/normal/AO) and chose the UV set of the first imported painted object, and finally I use the menu "Texture -> Import " (color/rough/metal/normal/AO) and chose the UV set of the second imported painted object. In this way I have the two painted objects together into the same scene and now I can setup the scene and do some quick rendering. Now my questions are : 1) Is there an easy and faster way to do the same thing I described ? 2) How can I do the same thing, that is setup a scene with multiple painted object, with HiRes model painted directly over mesh without doing Retopo/UV ? This is the most important thing for me now. I need it in order to produce fast and good renderings of concept models without loosing time with UV and Retopo, but using 3D-Coat to directly paint over HiRes voxels. Please help. Thanks a lot. Marco (mkdm)
  17. Hi everyone. I have revised my previous question in order to make more clear (I hope). Here's the thing : How can I use the Render Room for a "scene setup" in order to perform some quick renderings directly inside 3D-Coat ? I mean, two "scenarios" like these : 1) I have a bunch of models UVed and textured separately in 3D-Coat. I exported every single objects and textures from Paint Room OR I have a bunch of single 3dcoat project, each containing a single model Textured and Painted directly over hires (or even lo-mid res) poly in Paint Room without the step s of RETOPO and UV. 2) Then I create a new blank project in 3D-Coat and jump into Render Room The question is : How can I import all the objects that I previously textured and exported from Paint Room, or the single painted hires model contained in each separate 3dCoat project ? How can I put all this objects together into the same scene and perform a simple scene setup (positioning every object with move,rotate,scale) ? I need this super fast and easy workflow in order to perform quick and dirty concept rendering, without the need to spent time to, for example, setup a Blender scene or export to other external renderer. This is very important to me at this time. I did't find any good way. I don't know how to do it in 3D-Coat. Please help. Thanks a lot! Marco (mkdm)
  18. Hi everyone and 3D-Caot team. Good morning. In the last weeks I looked for an answer to this question, but without success. I hope that someone can help me and teach me the right direction. Here's the thing. : How can I use the Render Room for a "scene setup" in order to perform some quick renderings directly inside 3D-Coat ? I mean, the "scenario" is like this one: 1) I have a bunch of models UVed and textured separately in 3D-Coat. I exported every single objects and textures from Paint Room. 2) Then I create a new blank project in 3D-Coat and jump into Render Room The question is : How can I import all the objects that I previously textured and exported from Paint Room ? How can I put all this objects together into the same scene and perform a simple scene setup (positioning every object with move,rotate,scale) ? I did't find any good way. I don't know how to do it in 3D-Coat. Please help. Thanks a lot! Marco (mkdm)
  19. Perfect!! Thanks you very much Carlosan for the clarification. Have a nice day. - Marco (mkdm)
  20. Hi 3D-Coat team. I currently own 3D-Coat pro license and maybe, in a few weeks, I would need to switch to a new computer while keeping the old one. What happens if I will install 3D-Coat on the new computer ? Is it possible to install it on more than one machine while using it only on one machine at a time ? If this is not the case, what I have to do in order to use 3D-Coat on the new computer ? Thanks and have a nice day. - Marco (mkdm)
  21. Thanks a lot to everyone for your kind help. I'm also going to send an email to 3DCoat support to have more precise info. Thanks again. - Marco (mkdm)
  22. Hi everyone. Any help relating my previous post ? Thanks.
  23. Hi 3D-Coat team. I would need a tech info. I hope later this year or within the first months of next year to switch to a brand new pc workstation. I'm evaluating to get a new machine equipped with a Nvidia Pascal card series GTX 1080 and latest i7 7700K cpu/DDR4 ram. For some years I own and use an old Nvidia Quadro card (K3100M) wich is very well designed for OpenGL rather than DirectX. My questions is : How the current 3D-Coat (for windows) and its new future versions will run on a Pascal GTX 1080 card that, for what I know, is very well designed for DirectX rather than OpenGL ? Performances on a GTX 1080 (not mobile) are better when compared to a Quadro M4000/5000 (not mobile) ? Thanks for your help. - Marco (mkdm)
  24. Merry Christmas to everyone and best wishes for all your life! - Marco (mkdm)
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