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Everything posted by Silas Merlin
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Is it expected behaviour that when your use the reproject tool, if you uncheck "re-project color", then you lose vertex color on the original in the areas that you brushed with the reproject tool. Also, when you use the pose tool, you sometimes lose vertex color on the areas that you move. (reverts to the shader in both cases)
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It has really become a challenge to weld vertices using right click with the Add/Split tool, because of the popup menu. Doesn't anyone else have this issue ? Also, not really related to the beta builds, but I think it would make sense to automatically force-select the brush tool when you click Retopo menu > Bake with normal map (because if you have another tool selected when you start, you can't brush to tweak the inner/outer shell)
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Click on one to enlarge then look at bottom right. Here it says 3 credits. Not sure, but you probably need to : 1. Be logged in 2. Have credits
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Awesome, thanks !
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Boolean operations that used to fail a lot seem to work better all of a sudden ? Things like import-on-brush, the close hole tool ? I notice that Resample now seems to go through voxelization, which is bad, because it causes narrow areas to merge. Res+ from a low poly still makes a surface mesh explode after a few times.
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I'm on Win10 and use the the latest SL beta in GL mode. This happens to me all the time, when I have ghosted volumes in the vox tree, they become unghosted upon save/autosave, every time. I just assumed it happened to everyone, not sure what else I can say to help reproduce. --- @Carlosan Attached Here is a small doodle that takes 10 second to save on my computer, when much larger files take a second or so. Please let me know if you are able to "reproduce". --- About the latest version, shouldn't the right click menu in Retopo room appear only when the select tool is active ? It kind of breaks the add/split tool : it can't easily be used to merge vertices anymore, because that menu pops up instead. small file that takes 10 seconds to save.zip
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Actually, I think it is a cool "feature" that the curvature map doesn't update automatically. For example you calculate your cavity on your sculpt object with say, a rock shader (with normal map). Then, you change the shader to something else, but the curvature map remains unchanged. This means that when you paint, your smart material will act according to the old curvature map, allowing for some interesting and unexpected results. Until you decide to bake curvature again. I'd rather it remained that way
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I'm painting and sculpting by accident on whatever layer I am on... I guess with some effort it would be possible to clean up the mess, by moving the paint information from one layer to another, then merging layers. However, there is no clear indication as to what information this or that layer holds, and for what object. I don't know if anything should be done about that, but the one thing I wish for is a function to "Apply sculpt information" from a layer. In my mind, this would apply the transformations to the mesh itself, and remove it from the layer. Does this make sense ? ------------------------------- @carlosan : Sorry for not getting back to you about that sooner. I have one such file I kept for testing. I will test with the new version and if it persists I will upload it somewhere, it is "lightweight" but still 400MB so not easy with my slow internet.
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4.8.35SL GL WIN10 (AutoZipScenes turned off) I'm getting freezes on save and autosave for some scenes that appear lightweight, and not on others which might be much heavier. Also Sometimes in Sculpt room, tools just stop working, I have to save and reload. ---------- On the bright side, there was a bug I never talked about that just went away with 4.8.35 : With the last few versions, I don't remember since when, after baking, I had to save and reload the file, otherwise, if I started painting right away, I would get a "3dc has become unstable" message, be prompted to save my work, and then 3dc would shut down.
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Another undo bug : 1 In Sculpt room, choose constructor tool. 2 Go to paint room and start painting on the high poly. 3 Undo : selected tool reverts to constructor tool, you can't paint anymore, you have to go back to the sculpt room at pick a new tool before it will let you paint again in paint room.
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Smart materials are easy and fun, and fascinating to create. You could start with materials from these websites, they are public domain : https://cc0textures.com/ https://texturehaven.com/textures/ Create smart materials with several layers and decide how each layer is going to be used, in bumps or cracks, on top, at bottom, etc. When you need something specific, simply create your own seamless textures, it is easy for example in Krita, press W to tile an image, and use the clone tool to make it seamless. Then you could use http://cpetry.github.io/NormalMap-Online/ to generate derived maps.
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I used do do all my sculpting in voxels, I hated surface mode. When sculpt layers arrived, I had no idea what to do with it, but, the ability to paint depth in vertex painting mode changed everything. Painting the high poly rather than the low poly solves many problems and avoids pitfalls. Now that I've been doing this for a while, I wonder, how about a "live clay paint brush" in the paint room ? It would add geometry as needed while painting in paint room. At present, if there is not enough geometry, it breaks the surface and you need to go to the sculpt room to repair.