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houGenie

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Posts posted by houGenie

  1. On 8/21/2019 at 12:09 PM, yoohasz said:

    Hmm, maybe this video is a good explainer (sorry, I couldn't find anything too short). And remember this isn't about changing 3dcoat into substance, although I might have read soemething about Andrew working on a nodal system (sorry if I'm mistaken).

     

     

    There a videos which explain the material system of 3D Coat. I think this would be a good start.

    Some tutorials:

     

     

  2. On 8/20/2019 at 2:46 PM, yoohasz said:

    By the way I am aware of the fundamental differences of the node based behaviour (substnce) vs the layered approach (3dcoat) I just have faith that with good techniques (clever masking and tweaking smart material settings, or anything I'm not aware of)  we can acheive similar results. I'm not exactly that keen on acheiving non destructive materials for that matter. Please say so if my goal is too ambitious, or just plain stupid, but always add a reason for your claims.

     

    Cheers.

    Substance Painter has a layer approach not a node approach. Do you mean Substance Designer?

  3. Hello 3d Coat community,

     

    I started to use 3d Coat again and I am working on a a project of mine now. May I say, that I love it! It is really cool and powerful.

    Sometimes I discover so problems with the brushes. The pinch brush works not really clean when used with a curve (manual strokes are better). Look at the picture at the bottom. You see the pinch is not uniform at all. Spacing is deactivated on the brush (setting to zero, does not solve the problem). Can someone help me, please? I have a feeling, that this problem does not occur only with the pinch brush but with all brushes which work inconsistently. Hope someone has an idea.

    fuzzy.png

  4. Hi,

    I was absent some time and have now downloaded a new version of 3DC. I must say, like the new curves. They are really powerfull (looking at ZBrush ;-)). Wanted to mention a minor point from UI design perspective. If you click on the curve button, the viewport is resized and the curve buttons appear. I think it would be nicer if the buttons are attached at the top of the view instead (pic1). This would insure that there is no "flickering" when the view is resized, because a resize of the view would not be necessary (pic 2).

     

     

    ui.jpg

    ui2.jpg

    • Like 1
  5. 14 minutes ago, AbnRanger said:

    Screen space isn't the same, obviously, as moving/translating along 2 axis in 3D space. To be semi-precise, one has to switch to an orthographic view and then use it. You have 2axis translate/move handles in most 3D apps (as well as the ability to move in screen space), not just scale.

    Yes, it is not so fast but possible when switching to ortho. Personally I think there are more important things to consider. For example adaptive voxels or improving the brushes. That would be nice. I think it is better to improve the sculpting features and not to try to be better than some 3d apps. For this we have Maya and Co. 

  6. 7 hours ago, AbnRanger said:

    Thanks Andrew, but we need some way to move/translate along 2 axis, as well as scaling. Perhaps a smaller triangle on the inside of the yellow rectangle. It would look something like this...

    2 axis gizmo.jpg

    The inner circle lets you transform in screen space (2-axis). So you can shift orbit in position and then transofrm with the inner circle. Or am I missing something ?

  7. 2 hours ago, Missy said:

    I figured it out.  The Vox Tree was still visible.  

    Oh yes, sometimes I forget to hide the sculpt mesh in the paint room too. There is an option in paint room to hide the sculpt mesh, but unfortunately this option is not safed, so you have to reactivate it every time (feature request for saving).

  8. You can view it when you go to retopo room. The model in sculpt room is displayed beside the retopo mesh in retopo room. So you can hide it in the VoxTree with the eye symbol. The VoxTree can be found in windows -> popups in the menu. Hope it helps.

  9. 1 hour ago, Andrew Shpagin said:

    There is one difference between baking from retopo room and Paint room. Mesh in retopo room has no split normals (or smoothing groups, or sharp edges) unless you will not specify crease angle in baking/import dialog during baking. This is principal problem, retopo mesh has no split normals now.

    So the only way to bake external mesh with sharp edges (smoothing groups) is to import it in Paint room and bake from paint room bake menu (Paint->Bake->Bake sculpt mesh onto Paint room mesh).

    Blender/Substance normalmap looks like baked on subdivided mesh, so normalmap has only high-frequency details.

    Hi Andrew, yes we assumed this. But why does this limitation in retopo room exist? Even the lock normal option does not seem to do what it is expected to do? Are you going to change this? Thanks for your feedback. 

  10. 1 hour ago, ChristianClavet said:

    Hi, I have 3D Coat 4.8.0.7, Windows 10 is fully updated to fall creator update, a NVidia GTX 1080 and working with a old wacom intuos 3 tablet. It's working in wintab mode. I don't have any issues to report for the tablet here. But I'm not using the keys on the tablet only on the pen.

    It's not working at all or you have specific issues?

    It is not working at all in the wintab mode. Only orbiting arount is possible.

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