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pickers

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Everything posted by pickers

  1. +1 for this feature. We should at least have the ability to export with is in view in the paint room.
  2. This is super awesome. Just playing with it, makes me happy!
  3. Shading issue with UDIM textures in 4.9.65. Basically i have a char in udim setup, textures in 1001, 1002, 1003 and so on. But the AO and curvature baking in paint room didnt take in consideration for the UDIM tiles and cause baking issues.
  4. i just discovered this, so give it a try and see if it works for your use case. - Create another layer. (example : layer 6 ) - with the layer selected, goto "layer blending" panel - clip mask layer >> layer 5 (layer that you have painted selectively earlier) - select any material and fill flood it. This method basically create a masking of what you have painted earlier. if you are looking at preserving the depths, just hide the color and leave the depth opacity alone in the "layer 5"
  5. i dont know how udim works in other applications. But having an object with any number of UVs with their own UDIMs, is far better than an object with one UV with UDIMs.
  6. Bug with cube mapping in paint room. Try to zoom smart material and it will lead to lock the value for "scale texture along main axis" as "-nan(ind)".
  7. Have you tried the new symmetry translation? It has the same tiling function. Just to set to surface mode when using that due to performance.
  8. I have sent an email detailing the issue to support. Thanks!
  9. That was what i have exported as seen in the second pic. I have no idea how to create the organic shape. Currently the process i had taken was : 1) paint room - import model for microvertex painting. 2) paint depth on it. 3) paint room >> texture>> export >> vector displacement map However, i didnt manage to see any other ways to create the shape as seen in the first pic. Based on my limited understanding, painting on the obj is only "height" based.
  10. Can anyone provide some steps to getting the following Vector displacement shape? i have tried creating and exporting but it seems my skills are limited to "height map" standards.
  11. This has been on going for many versions of 3d coat. How to resolve this?
  12. i have found a less than ideal solution which is to delete the faces then "hard" stroke the points.
  13. How to move the vertices and edges according to the neighbouring vertices and edges automatically? I have tried 1) relax 2) delete the faces and RFill Both methods are just averaging out the spaces and not giving me the correctly alignment. Scale tool do work for faces in the correct orientation but failed at organic shapes. So what other methods can solve this issue?
  14. Uber nice to have this feature. I have noticed some issues with it when i was doing limited testing. 1) stroke mode - square lasso onwards dont work well. 2) voxel seems to be handicap in performance.
  15. retopo room>>quads >> edge extrusion method = any others except "2click method".
  16. No unreal devs have the tools yet...... :-( Was looking at chaos cloth, to replace the awful nvcloth. I chuckled when they said "you dont need normals". You just need billions and trillions of polygons on screen!
  17. OMG! so much difference from the earlier versions. Now i can be lazy from 4.9.42 onwards ! Only 522 triangles. The other methods are finding hard to achieve the edges under 1k.
  18. Thanks for the tip. I was trying out the suggestion and discovered a holy grail. So obvious that it eluded me. It was delete edges.
  19. the shading looks weird in sculpt room. Inverted normals? Does selecting the different shader in sculpt room help?
  20. Hi, Is there a way to join all vertices of two lines of edges together? Without the painful method of moving each vertices to merge them? Currently i am using edge select to move the yellow line to the red line. But the vertices dont merge together.
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