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Silas Merlin

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Everything posted by Silas Merlin

  1. Also, I have autozipscenes disables, yet, autosave freezes my computer for a few seconds, and I can hear the fans going wild.
  2. There is a small problem in the paint room, if I use CTRL+arrow to get to a saved camera position, smart material gets deselected.
  3. What about the free materials, are we allowed to use them on assets that we sell ? Also, once we have installed materials with one license or another, how do we make the distinction in the paint room between what we can use commercially or not ? And, err... I think a search box in the Smart Materials panel would be sooooooooo convenient.
  4. I can't use this latest one, it just won't recognize my Wacom for some reason, I had to go back to 4.8.28A-SL
  5. 4.8.28A-SL Win10 Amusing bug(?)... after you have figured out what is happening : In the paint room, set the active layer's Depth Opacity to Zero Go to the Sculpt room, and try to use Move tool or the Pose tool on any vox layer, be it in surface mode or in voxel mode : It does not work, it only produces a visual effect similar to that of a normal map.
  6. I opened with 4.8.28A-SL on Win 10. Exported with your export settings. Imported back to retopo room in a new file, all fine. brought it to paint room, still fine. I also opened it in Blender 2.79, still fine.
  7. Anyone else experiencing strange (messed up) result from Geometry>clean surface with mesh decimated down to 100k or less ? Usually before using Autopo, I decimate>smooth all>clean surface several times. With 4.8.28A-SL I find I can't do clean surface, it makes the mesh explode here or there. It is not visible if you just glance at your whole mesh, you only notice it if you inspect everywhere.
  8. It seems to me that 4.8.28A is the same as 4.8.23 with the added ability to load the zipped files. I am tempted to go back to 4.8.25SL and disable autosave, because it fixed some annoying things that are back in 28A. This is confusing, is there actually an existing version that you would prefer people be testing ?
  9. At the start of this thread http://pilgway.com/files/3dcoat/V4.8/3d-Coat-V4_8-28A_SL-64.exe still points to V4_8-28-64SL, not V4_8-28A-64SL is it possible to get the correct link, please ?
  10. I'm still on 4.8.28-SL because the download link for 4.8.28A-SL was not updated. I notice that autosaves are actually empty.
  11. I think maybe it would be a good idea to disable zipping for autosave, and use it only for actual save ?
  12. Since the devs are working on the brush engine, could they take a look at the clone tool ? Pen pressure works fine with the clone tool for per pixel painting, but not in vertex painting mode, and yes I know bout setting opacity in tool options, but it just isn't the same. Also is copy/paste tool broken ? It doesn't do anything.
  13. 4.8.25A-SL(GL64) : "Don't snap subdivision vertices to surface" is missing from the import object box when you do "Update paint mesh with retopo mesh"
  14. I guess I spoke too hastily. sometimes it doesn't do it on reload, but other times it does
  15. It's only the first time you load an old file. After you save it and reload it won't do that.
  16. I uninstalled my older version, thus committing to using 4.8.25A-SL exclusively... I was using a bit of both depending on what I was doing. I have to switch a lot between rooms, and the vox layers popping back to visible/unghosted when changing rooms is already annoying me very much. I guess it's a bug, because it happens randomly, not every time. Does it happen only to me ?
  17. 1. I have a moment of hesitation before I create a new smart material, because I know that is going to add to the clutter. A search box would be a great help. Also, I think new materials should not land in the default folder, but in a temporary folder instead, one that would get wiped when you close 3dc. That way you could create smart materials without having second thoughts, and if you think you will reuse it, then you move it to another folder. On Discord, A user from the early days was wondering how to import an image to paint with as a "material" like it used to be. It turned out he had to create a Smart material to make it work like he was used to. It seems a bit overkill to now have to create a smart material for that, when you know that you are only going to use it just the once. 2. Awesome, thank you for revealing the very hidden feature, I never thought of doing that ! But yes, it would belong either in the Geometry menu of the Sculpt room, or the retopo menu of the Retopo room. By the way "paint mesh to sculpt mesh" was recently, and strangely renamed "Take mesh from paint room" I go back and forth between room with my mesh a lot to do various tasks... 3. When I make an avatar or a piece of clothing that has to go over an existing character, I need to make sure the latter is not going to poke through, that is why I need to triangulate. I can do most of the adjusting in the retopo room, with the help of the result baked multiple times to the paint room, and the reference character in a vox layer with a very visible shader. However, I never manage to spot every bit of geometry that pokes through that way. I still notice a few at the painting stage, hence the need for the tweak room, except that what I do there I have to do blind, because only the paint mesh shows up there. If it were possible to show the sculpt mesh in the Tweak room, I would use it a lot more. It would be a shame to see it go.
  18. And how about fixing the edit shader popup : When you add a new texture in one of the slots, it resets everything.
  19. While the UI is being worked on, I wish some of these things would be considered : * A Search box for smart materials * Retopo room : Retopo Menu > Import Sculpt mesh as retopo Retopo Menu > Triangulate mesh * Allow showing Sculpt mesh and/or Retopo mesh in Tweak room
  20. I can't find the "remove stretching" option, but that is EXACTLY what happens when you try to use live clay tools on the layers, that is why I thought It just didn't work with live clay tools, does it ?
  21. In order to paint with deph on sculpt layers, I find I have to set depth opacity of the layer to 1000 to see significant result, is that by design ?
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