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Ascensi

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  1. Ascensi

    3DCoat 4.9 BETA testing thread

    I've installed the latest version but I have an old installation V 4.9.17 It does not show up in windows uninstall.. is there a utility to wipe it? and would this get rid of all my custom smart materials that have shown up in just about every other version since?
  2. Ascensi

    UV mapping and spherical projection

    @Carlosan Spherical Projection is just not the same as splitting the UVs into beach ball islands.. I've tried this... I am working with animations and spherical projection allows the textures to flow and tile smoothly as if looking through a lens whereas the beach ball slices make the textures appear as if they are coming out of individual pizza slices. In Stephen's case you are probably correct unless he has some texture with spherical distortion/stretching. Even if you slice a sphere in half as two islands it's not a projection emulation. We would also need to orient the projection on YY or z axis on the model. Zbrush does this fairly well ignoring most of the topology but could maybe be improved as observed in the top and bottom. in this case texture stretching is required* for optical effects. I do have the latest beta of 3DCoat as of today but I don't see anything to do with spherical UV Projection. I'm not sure why the top and bottom didn't work but I would love to have a solution to fix this.
  3. Ascensi

    3DCoat 4.9 BETA testing thread

    Thanks, it still doesn't work for AO. This might be an issue how it was designed to work by adding light /AO to the outside of objects but doesn't bake on tunnels.. this would mean a lot of crazy splitting / hiding meshes like the top half of a cave baking ao then making the underside visible only and baking that into a separate later then combining them.. I hope it could be baked onto the 2d UVs instead of examining all the 3D parts especially where it doesn't seem to bake.
  4. Ascensi

    3DCoat 4.9 BETA testing thread

    Another example, this time I UV unwrapped it in another program and I'm getting the same problem
  5. Ascensi

    3DCoat 4.9 BETA testing thread

    @Andrew Shpagin Ambient Occlusion doesn't seem to fit to all areas, maybe it should scan the UVs rather than the model? I don't know how you make it work but here is my issue, the caves that i've created aren't getting the AO. I did use Auto UV upon import, perhaps that is the issue.
  6. Ascensi

    3DCoat 4.9 BETA testing thread

    @Andrew Shpagin Has Ptex mode evolved to allow height maps from smart materials to create depth? it seems its only locked into the depth level the toolbar is set to and doesn't take on the shape of the heightmaps.
  7. Ascensi

    3DCoat 4.9 BETA testing thread

    I forgot to mention that I'd have more than one Height layer to have more control so maybe AO is getting confused where to get the depth from to produce the AO?
  8. Ascensi

    3DCoat 4.9 BETA testing thread

    Is anyone else having issues with trying to create an AO layer and export them? I'm exporting with a character that has multiple UVs and started fresh(no other textures imported) It exports only a couple UV/mats but with even/soft distribution of the base character but not of the height map painted areas except for the head but is smooth AO not the rough dynamic height I painted. This is for 8K resolution. I've exported just fine in the past, selected layer 0 and exported everything but this time the areas I painted are pure white. Creating ao with different gama setting doesn't seem to create any difference. Problems from V 4.9.53+
  9. Ascensi

    Interface discussion

    I originally started off with the concept of adding sculpt brush to the paint room to fix displacement issues on the spot where areas of topology resolution is either too dense or not dense enough and will cause the texture/displacement to either shrink or expand drastically.. from there my responses suggested just to move the painting tools into the sculpt room.. and I said if that were to happen that tools should ideally be color coded to be intuitive showing compatibility with other compatible tools to prevent corrupting/damaging the project to keep consistent solid workflow. My original suggestion was just about a small change...lol -Just a sculpt brush to add volume or subtract it and add smoothing brush in the paint room. I need the ability to see on the spot the changes rather than sending the model over to the sculpt room and back.. My project is slow enough with subdivisions and painting with 8k, i'd like to avoid crashes. I'm not suggesting that 3DCoat start looking or behaving like Zbrush.. I think all developers find their own way but often either come to the same conclusions or build ideas/tools of each other's successes.
  10. Ascensi

    Interface discussion

    I'd partially agree although not all sculpt brushes/tools will be beneficial/safe... it might be intuitive to ether keep rooms apart with sculpting tools that are compatible or merge the rooms together with color coded panels/tools that are compatible/safe with specific workflows like PPP but can be unlocked if the individual knows what they're doing. So for example all the tools in the paint room are a particular color and then some of the tools normally found in the sculpt room that are compatible have the same color. @Silas Merlin If Combined it should have sculpt layers and paint layers separate also color coded. Working in Zbrush I do all the same kind of work within one room and is not difficult to manage & make copies.. color coding and duplication (offline/non visible) would be good almost like saving an entire project.
  11. Ascensi

    Interface discussion

    @Andrew Shpagin thanks for that info about the seams splitting in PPP with displacement is only a visual preview (I hope can improve) but I was wondering if you can add hybridizing the paint room with a few "basic" sculpt tools like add, subtract and smooth to influence the original topology. Reason: Sometimes when painting the heightmap style displacement you can't get proper even texture displacement because the topology is unexpectedly too dense in one area and causes the displacement to bunch up.. or is expanded not being dense enough so by expanding the topology we would be able to see the texture expand to more of the texture's correct aspect ratio. Not only that it can help create ideal dimensions overall. Perhaps the tweak room and paint room combined. The tweak tools by default could be locked and if unlocked a different color and text overlay "changing original mesh" could float with the brush or be a message at the top of the room. I'd like to be able to quickly make changes and see improvements for the displacement painting.
  12. Ascensi

    3DCoat 4.9 BETA testing thread

    @Andrew Shpagin I'm bringing Zbrush into this topic. In PPP mode, setting up for painting with displacement with smart material, I set smoothing angle to 90 with smoothing full on... but when I paint displacement on character on areas like butt crack or, ear connecting to the head, groin area or between the fingers (all tight spaces) the seams tear. I've imported character with the legs and fingers spread and this is less to none tearring in those areas. However, if I create/paint displacement in zbrush the character does not get tearring ... is this a bug with 3DCoat or am I using the wrong smoothing angle? Thanks for any help you can offer. Character Errors.zip
  13. Ascensi

    3DCoat 4.9 BETA testing thread

    It happens exporting displacement textures sometimes in general. Try switching the Displacement types to something else then back again. You may just need to restart 3DCoat if it's more or other textures.
  14. Ascensi

    3DCoat 4.9 BETA testing thread

    @Andrew Shpagin I don't know if it's possible of have the time but i hope you could the option to import a custom FBX frame like 02 etc to bypass t or a pose on characters because it can really help speed up workflows rather than having to hide verts all the time. I'd set my poses up with fingers wide, legs apart, mouth open, eyes closed etc
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