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Everything posted by Werner_Z
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Yes. When I leave the "IMPORT UV TILE AS SETS" tick off, it imports fine with existing uv's, but then you only have one UV set....which is a problem. My model has 19 uv tiles, so it is a problem. The only workaround my good friend Tim found, was the following. 1. Import the fbx or obj into the retopo room. 2. Create all the new UDIM sets that is needed. (1001,1002,1003...ext) 3. Use the Retopo Objects layers one at a time to move them to the newly created sets by quick selecting with "Select all faces of this layer" 4. Bake to paintroom 5. Be happy.
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Fantastic. Great work guys. Another bug unfortunately... Importing obj or fbx with UDIM tiles is a instant hard crash. That is a bad one, as allot of people use 3dcoat for it's great texture painting. //edit 9.08.2019 4.9.05 - Fixed UDIM import crash when option "Import tiles as UV sets" turned ON. udim_tiles.mp4
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I tested on the GL verion of 3d-Coat 4.8.42-SL It had it's own set of problems. The Points/Faces option made it impossible to create quads. Holding Ctrl + Shift while doing this worked better, but I can't work like this. No points got stuck during this test, so that might tell you something. Unfortunately I can't share the file, but I can reproduce this in any scene...even with a sphere. retopo_GL.mp4
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Hi. What happened to retopo in the latest builds? I now have to move my retopo work to other software...the one of the many areas where 3d-Coat was king. For the last couple of builds, points get stuck and makes it unbearable to do any form of retopo work. I don't mind moving all my retopo work elsewhere, but I always enjoyed it in 3d-Coat. We have multiple licenses at our office and we tested on different workstations with the same problem. Anyone else have these issues?
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Thanks guys. I appreciate the response. Just wanted to mention that I forgot to ad Mark Zimmer's name as the rigger. He did an amazing job building the rig in Houdini. The rhino was sculpted before sculpt layers, and it would have helped so much. Next time.
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Here is a quick edit of some of the shots we worked on for a local film called 'Frank & Fearless'. I sculpted and textured the rhino in 3d-Coat. Rigging and animation was all in Houdini.
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I'm really finding it hard to work with the brush engine on "facing away" angles. This never used to bother me, so I wonder what changed? Both were in Voxel mode, but Surface mode has the same issues. The first is the Surface Clay Brush and the second is Clay and Build brushes. I love 3d-Coat, but this is slowly pushing me back to other software for sculpting. With short deadlines, this is a massive problem, and I'm finding it hard to waist so much time on fixes.
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Retopo Room - Next Steps
Werner_Z replied to Gorbatovsky's topic in New Releases, Bugs Reports & Development Discussion
Here is one that I think would be awesome! Please can we have Soft radial falloff on transform and scale in the retopo room. Here is an example from 3d Coat and Houdini. -
Node based SmartMaterials. Give us this and see new user flock to 3d-Coat. The Layering system is old and limiting.
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There is a setting in zbrush to fix this. We found it under Brush/Samples/Preserve Edge. Set that to 100 % and the problem goes away. Even Blender gets this right. Pity that 3d-Coat does not have this function, as I will be working on film quality animals soon, and this bugged me sooo much the previous round.
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[Bug] Sculpt brush issues on facing away edges
Werner_Z replied to Werner_Z's topic in General 3DCoat
Thanks Carlosan. Good to know that someone else also logged this issue. -
Can someone please let me know how to manage this problem. Whenever you get close to geometry facing away from camera, the sculpt brushes over explodes into a strange pull. Mudbox has a setting to control the effect on edges with a angle based falloff. Is there anything in 3d-Coat to avoid these nasty problems?
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Thanks Janvier. I've had similar problems with cavity maps giving a false idea of form.