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druh0o

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Everything posted by druh0o

  1. It is locked in Photoshop, but you can paint on it without problems. This is an inconvenient way of working, not suitable for any serious project, but completely legal. If Layer 0 in 3DCoat brings so much trouble to new users, why not just make it hidden, inactive, grayed out or something else. Just call it DON'T PAINT ON ME by default instead of Layer 0
  2. I have some problem with that (probably a bug):
  3. I was trying to edit some textures with transparency to Photoshop by making Layer0 transparent. 1) In the Paint room select Layer 0 and Make Transparent. 2) Select Layer 1 and fill it with some shapes or brush strokes with hard alpha. 3) Edit All Layers in Ext. Editor (Ctrl+P) Using 3d-coat v4.5.03: In Photoshop (added white solid layer under the green shape to see more clearly) Looks like everything is fine. And now using v4.9.68 (by the way, i got the same result with the older version - 4.7.37C): But using Textures > Export > Color/Albedo Map, I have usable alpha in both cases: Also, I got some weirdness in 4.9.68 using different Mesh templates and trying to make Layer 0 transparent:
  4. I think I faced with a super old bug but probably this bug is well known because it's a very common scenario. 1) In the Paint room choose some brush alpha except the first one. For example, choose hardest round alpha. Or something else. 2) R-click on a layer and choose Fill Entire Layer. Immediately after that, 3d-coat resets the alpha of my brush to the first one. It even looks like two alphas are selected at once but it's just a UI issue. I tested several versions I have installed and I found 3d-coat version without this bug - it's V4.1.17D. All versions after that have this issue. Tested on two PCs.
  5. @Andrew Shpagin Is it possible to fix these issues before new release?
  6. Can this be fixed? Not critical, just a "quality of life" things. Also:
  7. 4.9.57 is beta? How can I find NOT beta?
  8. It's not about what is more intuitive. Sometimes it's just necessary to paint in the UV Texture Editor.
  9. So there is Relief Only view mode in the View menu - hotkey: [1] I have an old version 4.5.03 where I can adjust the light angle in this view mode. But also I can bake this light information using the Calculate Occlusion tool because there was an option for that. I think this is pretty fast and straightforward method, and especially useful for handpainted workflow to quickly make a color base for further painting. But in more recent versions I can't adjust the light angle in this mode (probably a bug). Also, it looks like there is no way to use this lighting information anymore because there are no options for that in Calculate Occlusion or Light Baking tools. So, looks like this view mode is useless right now. Yes, I know I can bake lights from the Render Room with the Light Baking tool. But this require some amount of jumps between rooms and some adjustments of lights and parameters in the Render room and that's not so fast and straightforward, but it's totally doable, and also looks like it's a more advanced option to do this kind of stuff. But again - what's the purpose of Relief Only view mode in that case?
  10. I have a very old 4.5.03 version as well as more recent versions including the latest 4.9.57. So in 4.5.03 I can double-click with the Hide Poly Tool (Paint Room) on the UV-island in the Texture Editor window to hide that island, and Ctrl+double-click to show it back. This doesn't work in recent versions including 4.9.57. Is this an old bug? Or is it just different behavior and I am missing something?
  11. It might sound strange, but it might not be a good idea. I mean, you can try the older version.
  12. No, it was pretty useless for users. So it's gone with the legacy viewport and no complaints from users.
  13. It's funny because by default there is no viewcube in Maya, it's gone with the legacy viewport and you need to enable it with some special settings, and I think it's good. Never seen anyone using ViewCube in Maya.
  14. https://www.kickstarter.com/projects/owlcatgames/pathfinder-wrath-of-the-righteous/posts/2754606
  15. I didn't have any problems with that course. Probably because i installed the same version (4.5.37). https://3dcoat.com/ru/download/older-version/ When I learn new software i always tend to install the exact version that i see in the tutorial.
  16. https://www.pluralsight.com/courses/3d-coat-getting-started-2487 In this course, Getting Started with 3D-Coat, you'll first learn about forming base shapes with fast and efficient voxel editing tools, decimating your geometries, and making normal maps. Next, you'll learn how to create textures through both automated and manually processes. Finally, you'll learn all about rendering and exporting your final result. By the end of this course, you'll be comfortable with hard surface modeling in 3D-Coat. Required Software: 3D-Coat.
  17. Excuse me, but and Oh, and 4.9.05 is now marked as beta in this thread?! Really confusing.
  18. SL includes Sculpt Layers, which is an experimental feature (at least for 4.9.05)
  19. I had no issues with color picker in 4.9.05 or 4.9.15. It's working - picking color from the model. Using the Presets window for brushes. Also you can move everything from you "3D-CoatV48" content folder in your \Documents\ folder to the other place, let's say D:\3D-Coat-Stuff and create a new environment variable with the name COAT_FILES_PATH and value D:\3D-Coat-Stuff. After that the newer version of Coat will (hopefully) auto-load everything from your older version. But it was told that for pure diffuse-only handpainted texturing it's preferable to use pre-PBR version of Coat, before v4.5. Something like 4.1 - 4.1.17D, i think. There was some change in the brush engine, as i remember.
  20. Probably a BUG 1) Bake any mesh from Retopo room to the Paint room (with or without the normal map) 2) Right-click on an empty layer and choose Fill Entire Layer -> crash Tested in 4.9.14 and 4.9.12BF4 on two computers 4.9.05 - ok
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