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Werner_Z

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Posts posted by Werner_Z

  1. Thanks digman. I will have a closer look. My displacement map came out fine (actually works really well).

    I avoid microvertex because of the docs.
    "Microvertex Baking

    Bakes using the image and mesh based depth calculation. This method is deprecated in favor of the more advanced Per-Pixel method."

    The problem I had was with creating a curvature map on the mesh in the paintroom. I will see if it fixes the problem when baking to microvertex.

    Like I said, it all good now, as I painted my texture maps on the hi res(20mil) mesh, then baked to my lower res(140K mesh).

    Thanks again for taking the time to help.

  2. No, everything is left at default.
    I baked my hi res details with displacement from sculpt room to retopo mesh. It looks great in the paintroom.
    AO works fine, but now I want to use curvature map to paint on concave or convex areas, but this happens when I create the curvature map.

     

  3. I'm having Curvature maps issues with the latest build. Not sure if the mesh has some errors.

    This is what my map looks like in the texture Editor view.  Clearly it has a zero to 100% stuffup from top to bottom in uv space. I'm using defaults when creating the map.


    Has anyone seen this before.

    3dcoat_curveture.jpg

  4. This is in the sculpt room, and no the angulator brush does not help. I just hope we get proper sculpt layers with opacity sliders in the next big version.

    I will submit a feature request for this. Strange that 3d Coat does not have this simple feature.

  5. Is there a way to amplify the existing brush strokes you made in 3d Coat? I'm working on something and had a shader with high cavity values. This made it look like I'm sculpting deep and high enough, but as soon as I realised this it was too late. I really don't want to go over all of my strokes again as it is very detailed.

    In Mudbox you could just overdrive the sculpt layer.

    Something like this...  https://www.youtube.com/watch?v=5_vSfR97ZJA

  6. I noticed that we can CTRL select multiple alphas to use on a single brush. It seems to splutter them randomly.

    First question would be if it is possible to create a new alpha from multiple selections that will combine them into one?

    Second...if no 1 is not possible, can we create some kind of brush preset that will always quick select the multiple alphas?

    N0. 2 would be the prvered method. This way we would have access to and control both alpha brush options.

    Thanks.

    Werner.

    alphas.jpg

  7. Thanks, there are some great aplhas and brushes...downloaded them all. :)

    I'm doing as many speed sculpts as possible at this stage just to learn 3d-Coat. Might get back to this model later on, but I'm kind of over the over sculpted micro details one finds on the zbrush galleries. I will however do some work on the beard to enhance the look a bit.

    Thanks again for the link.

     

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