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Everything posted by Karnonos
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Spherical Gradient with Fade Opacity does not work in ver. 4.8.15 Works fine in ver. 4.8.04 Please stop breaking things that work already.
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Bug! Smart Materials UV mapping broken 4.7.36 When applying smart materials if mapping type is set to UV instead of cube, when applied to mesh the material will not appear correctly compared to Smart Preview Window. Specifically, effects of layers and depth seem greatly reduced, leaving the solid color of the base layer to be the dominant feature. To repeat Select smart material and enter Smart Material Editor. Change Preferred Mapping from CUBE to UV Apply material to model. Note the difference between Preview Window and painted model.
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[Solved] Crash on Export Always !
Karnonos replied to Karnonos's topic in New Releases, Bugs Reports & Development Discussion
Bug solved! Export Color must be checked. Close thread Fixed -
[Solved] Crash on Export Always !
Karnonos replied to Karnonos's topic in New Releases, Bugs Reports & Development Discussion
Yes. Andrew said it worked fine for him. So I'm including my exact steps this time. -
[Solved] Crash on Export Always !
Karnonos replied to Karnonos's topic in New Releases, Bugs Reports & Development Discussion
Just got a brand new PC and it still crashes on trying to export normal and some textures. I'm now running on an MSI GS63VR, GeForce gtx1060 6gb, 16gb RAM, Windows 10, 3D-Coat 4.7.36 Steps to replicate File, Export Objects & Textures Uncheck Export Geometry Check Export UV Sets as Tiles Uncheck Export Color Uncheck Store Gloss Roughness in Metal Alpha Check Export AO Check Export Curvature Uncheck Create Padding OK Crash. -
[Solved] Crash on Export Always !
Karnonos replied to Karnonos's topic in New Releases, Bugs Reports & Development Discussion
Thanks.I will send a link later once I pack and upload it to Google Drive. My current suspicion is non power of two texture sizes. -
[Solved] Massive Bug in 4.7.35
Karnonos replied to Karnonos's topic in New Releases, Bugs Reports & Development Discussion
OK. Good to know. I'll roll back to an older version until they can fix this. Thanks! -
Huge issue for me in the latest build 4.7.35 Smart Material Preview window is no longer working in real time. It requires a movement or window refresh. This means it is now impossible to see what you are doing when moving sliders to create materials. Therefore it is now impossible to create materials, and the whole PBR section of 3DCoat is broken at its core. Since this is the only part of the program I bought it for, I would really like some confirmation of it from others. Especially anyone running on a similar spec. Windows 10 Nvidia GeForce GTX 670M All Drivers Latest
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Huge issue for me in the latest build 7.35 Smart Material Preview window is no longer working in real time. It requires a movement or window refresh. This means it is now impossible to see what you are doing when moving sliders to create materials. Therefore it is now impossible to create materials, and the whole PBR section of 3DCoat is broken at its core. Since this is the only part of the program I bought it for I would like confirmation of this bug. I upgraded from 7.29 hoping to fix a constant crash when I tried to merge layers.
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I'm using version 4.7.06 of 3DCoat right now. The file is 472,000k. I stripped out all the high res model, so it's just the paint pieces and retopo left. That's what make me think it's the textures that are killing me. You do have 1 more gig of vram than me and maybe that's making all the difference. Anyone else run into memory issues with 3gb of vram?
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I'm working on something that needed an 8k texture but it was too much for my machine to handle. 3D Coat just locked up my whole system trying that. So I tried to use 4 x 4k textures, but it's still too much for it. 3D Coat is using so much memory it pretty much crashes all other running programs, including my tablet drivers. I am running on a GeForce 960m with 3G of DDR 5. I have 12gb of RAM. My question is how much VRam do I need to make this work? I can just about afford a new machine with a GTX 1060 with 6gb of DDR 5. Will this be enough?
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Apply UV Set. Bugged?
Karnonos replied to Karnonos's topic in SOS! If you need urgent help for 3DCoat
Thanks! I'll try that in future. Although this will leave a lot of empty UV sets, yes? Since if you don't hit APPLY you cannot delete empty UV sets I believe. -
Apply UV Set. Bugged?
Karnonos replied to Karnonos's topic in SOS! If you need urgent help for 3DCoat
I'll detail my whole workflow because I really need this resolved. I'll do an example from a palm tree I was just working on where I need the leaves baked separately from the trunk due to different outer shell sizes when baking. Model palm tree. Create UV set "palm" Unwrap UV's on trunk and leaves and pack. Bake normals on leaves using higher shell number to clear complex bends in leaves, 5 inside 4 outer Bake normals on trunk using lower numbers as it is more standard, 2 inside 2 outer Now I have 2 baked objects, but also 2 UV sets both named palm In retopo room select islands from one set and move to other palm UV set. Hit Apply UV Set to confirm this change. Delete unused set Goto paint room. It asks if I want to Apply changes and I say yes. 3D Coat does some thinking and then when it's done my normal maps are screwed up. I didn't rotate or scale the uv's, just recombined them into the UV set they were originally in. What's going on? This is driving me insane! -
Sometimes you need to bake objects in the same UV set separately. This creates two UV sets with the same name. So you go to UV room combine them back and hit "Apply UV Set" Every time I use "Apply UV Set" in the UV room and go back to Paint Room it asks if I want to apply changes made. No matter what option I choose, this destroys totally screws up the normal maps on my baked paint objects? Is this broken or am I doing something wrong? I've been trying to understand what 3D Coat is doing with UV's and baking, but I'm obviously missing something. Can anyone help?