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Silas Merlin

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Everything posted by Silas Merlin

  1. I believe it is one of the default smart materials in the default folder, (but it might have been removed in recent builds ? then you'd only have it if you kept it from old buids)
  2. I'm still on 4.912 so maybe those have been fixed. There are new problems with the retopo room. In the retopo objects panel you often can't select a different object. You have to change rooms and come back to the retopo room to get it unstuck. It was already very annoying that when you use the select tool to select faces, none of the useful tools of what you can do with the selection are visible. You have to select the edge loops tool to get tools to appear under selected. Now, however, it's getting worse : Invert selection doesn't work anymore. It just deselects everything !
  3. 3dc is showing you the "tesselation" ? It does not show here, same bake ppp with displacement
  4. 4.9.11 After deleting a bunch of things in old files (paint layers, sculpt objects, retopo objects, If I start from there and do undo, it breaks the whole scene, vox layers vanish. I think this has happened a few times now, anyone else encountered this ? Apart from that and small annoyances like not being able to add new objects to the models panel, or not being able to adjust light/contrast, that and old persisting bugs, I am quite happy working with 4.9.11
  5. Is making voxels non transparent in flat shade mode a technical impossibility ? Or maybe it would be just useless ? Silly of me, I can simply make a layer emissive to achieve flat shading on just the object I want.
  6. Someone asking how to export just one paint object..... I feel so stupid having to tell them to delete paint objects, export, reopen saved file, delete other objects, export, etc.... This makes 3dc look bad, really.... :( Also, I believe 3dc could safely assume that it can hide your sculpt objects for you when you do this : Bake in retopo room, then move to the paint room.
  7. 4.9.11 Why does freeze selection does not show in flat shade mode (surface mode) ? Is that a bug, an oversight, or a technical impossibility ?
  8. 4.9.10 Edge Loop tools works again for me, Yay ! In paint room Fill tools works on sculpt mesh but seems to have no effect on paint object ? In layer Blending clip mask dropdown still requires a restart to refresh.
  9. Did painting over stencil and over reference image become much better recently ? I don't remember it working so smoothly. Also it is nice to be able to save the changes. However, there are some small annoying problems : -When you paint on stencil on reference, it should not turn your vox layer to surface. -when you select paint over image, you should be taken to the paint room. -(and most importantly) Stencil position is not synchronized between sculpt room and paint room. This is caused by the left panel not being the same width, I think. The position of the stencil seems to be tied to elements of the ui. edit : -when you choose save duplicate from the popup menu, the stencil panel doesn't refresh. You need to use the dropdown menu to go to another folder and back for the new stencil to appear in the list.
  10. Funny, maybe it will be like the unghosting on save. Unghosting on save/autosave has been happening to me for a long time, but only know it happens to others too.
  11. It just doesn't work on my side. CTRL and SHIFT have no effect with the tool. Without, it just marks one edge. I tried both GL and DX.
  12. Switched back to 4.9.07. (edge loop tool not working here on 4.9.08) First time I see this message, I think I understand more clearly now, once version 5 is out, sculpt layers will no longer work in old installed versions, I guess ? I will upgrade of course, but is it possible to get an idea of the cost, and an approximate date at which this will happen ? Thanks.
  13. Err.... Is the Edge Loops tool working for you guys ? in 4.9.08 it's become the same as Mark Seams.... one at a time shift/alt/ctrl don't do anything
  14. This has been happening to me all the time for quite a few releases now. Any ghosted volume becomes unghosted every time the file is saved or autosaved.
  15. No "add layer" here either, whether it is on an existing smart material or a newly created one
  16. Oh wow yes it does.... All this time I thought it didn't. Thank you. At first my scans just wouldn't import with colour (I was trying to import vertex colour, but they did also have textures). I guess the textures were just not properly assigned in the mesh file for 3dc to recognize. I tried just now with textures assigned in Blender, and no vertex colour, and it did work. However, this doesn't change anything for me, because I still have to subdivide the mesh before import, which is what takes a lot of time in Blender, if you want enough vertices to hold the information you need. It has to be done before importing to 3dc, because as soon as you subdivide in the import tool options, 3dc doesn't convert the textures to vertex colour, from the tests I did just now. Also, the importer smoothes the mesh when you subdivide.
  17. 3dc never did that !? (bake uv textures onto the surfae mode object). What it did and still does is import vertex colour in the sculpt room in surface mode. (I just tested to make sure it still works. tested with .ply)
  18. For example layers list still doesn't refresh in layer blending > clip mask dropdown menu
  19. Shortcuts seem to work but you have to reset them. Retopo objects panel keeps disappearing when reopening files. It would be nice to have an extensive list of the bugs that were actually fixed. It seems that most of the recent problems are still there ?
  20. That sounds quite interesting. Could sculpt layers hold information for the retopo objects too ? For example if you use the pose tool in the sculpt room, you can make the retopo mesh conform to the sculpt mesh : The transformation to the sculpt mesh is on a sculpt layer, but not the transformation to the retopo mesh. As for people asking for uv mapped mesh in the sculpt room, I think what andrew said covers that : you will be able to sculpt on the paint mesh (which by definition has a uv map). The question is, will you be able to use the live clay tools on it, creating or removing geometry whilre retaining the uv's. If so, maybe there is no need to make the sculpt mesh itself hold uv's ? Also, I think it is related, I would like a mesh imported to the retopo room to retain its weight painting (not the armature), and to retain them all the way through baking to the paint room and re-exporting.
  21. This should be moved to a different thread, it's beta testing, not feature requests. Anyway, I WANT my retopo meshes to be a separate entity from the paint mesh. -I can store different meshes in retopo objects that I do not necessarily want to bring to the paint room at a given time. -I can have a quad version in the retopo room, and a triangulated, or even subdivided mesh in the paint room Painting on the "paint mesh" is very risky as you pointed out in your next post. I prefer to do all the painting on the sculpt mesh. baking is the very last step in the process, when you do this. So, after baking, when you notice errors that you need to correct, either in the paint room or after exporting, you just delete the paint mesh and go work in the retopo room then bake again. if the errors are minor or you are in a hurry, you can always use the tweak room/uv room to make small repairs, but it is risky, you could break paint layers. I don't think fixing 3d-c so that the paint layers never break is easy or it would have been done already. So, best option imho is to make use of the sculpt layers to paint a high poly in full PBR. Treat the sculpt mesh as the final painted mesh. Treat the retopo mesh as an intermediary, easily fixable low poly, and you can store different versions for different purposes. Treat baking to the paint room as the very last step. As an analogy, when you bake a cake and you find that you made a mistake, the cake is not fixable. you start over and bake again.
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