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tekgecko

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  1. Fantastic, thanks so much for your detailed reply!
  2. Thanks Digman, baked the normal from high res sculpt from retopo room yes.
  3. Is there a way to take all height / normal data from the paint room and export it as a displacement map? I tried textures > export > displacement map of visible layers, but it saves a completely black image.
  4. Everything done in 3D Coat. Still needs some work I think but I am done for now
  5. When saving a brush preset in surface mode I save the brush making sure that Alpha is ticked in "What to store". The saved brush shows the correct alpha in the thumbnail. When clicking off and back onto the brush the default alpha is selected, not the one I have saved. Is this a known issue?
  6. Was just wanting to clarify the workflow with the multi resolution option (just upgraded from 2021) Is proxy / caching redundant now? Would the best workflow be to block out base forms in voxels, switch to surface and add multi res for details? Where does the auto subdivision capability of surfaces come in? Can this be used with multires?
  7. So nearly 3 years later and this still isn't in place. I just renewed another year, any updates on this?
  8. I am wondering, now Voxel mode has access to brush modifiers such as auto subdivide, what is the purpose of surface mode? When should we change? Before, my workflow was to sculpt the basic form in Voxels, then switch to Surface for the high-res details. Is this workflow the same or is there not as much point in surface mode now?
  9. I forgot to ask in my original post - Is there a chance this will be done in the next year, before my licence runs out?
  10. Just upgraded to 2021 and loving it so far. Interested to know if smart materials will get access to the node system that shaders have at any point? Would be really nice to procedurally paint models.
  11. I Understand the description, just not the workflow. I assume if I am painting in LOW resolution I want to keep the layer unlocked? Otherwise when I switch to a high resolution version it won't be upsampled? Although the description is saying it SHOULD be locked.
  12. I am very interested in using the texture resolution feature to paint in a lower resolution for performance. However whilst going back and forth between resolutions I would like to preserve my stoke's quality. I assume you use layer locking for this but I don't quite understand the workflow, for example when would you lock/unlock a layer?
  13. True, but even in a less conspicuous place that is a LOT of distortion. I found I had the depth channel on one of the smart materials set to 100% but with no detail. Disabling this seems to have fixed the issue.
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