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polynut

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Everything posted by polynut

  1. On windows 10 everything is fine on my dual screen setup i know it's probably not helping you but just want to mention. Every time i open all windows are position where i left them in my last session and i am using the stretch trick to use my dual monitor setup.
  2. Did a few more test and believe it or not it took about 5 3d coat restart before it work correctly and 2 time out of 3 it start all over again to a point that i will forget 3d coat and use blender instead for alpha and stamp stuff since i don't get weird thing happening and i need stability.
  3. I send you the alpha via pm since i cannot share asset on public space thank for helping.
  4. Hi guy's me again with alpha stamp size issue, you can clearly see in the gif i made that the alpha once stamped on the surface is 20% bigger then the brush size. I tried in surface mode and same size problem.Could this be related to my stamp being 2048 X 2048 in size? What is causing this and also so far i have all sort of random weirdness working with alpha to a point that i wonder if i will be able to use it in production?
  5. Thank Carlo i will tell the developer and see what he reply to me.
  6. I am asking this since a guy made an addon for Blender to make floating windows and pannels so you can switch to second monitor and he say it would work if 3d coat have a windows base system? It's a paid addon with 2 versions so i want to know which one is the best for me. Here the thread if you want more info : https://blenderartists.org/t/floating-windows-the-missing-feature-of-blender-2-8-released/1163493/101
  7. Well i guess the answer is no and since it is probably easy to fix should i send an email to Andrew regarding this?
  8. Stumble on your thread after searching for the exact same feature since in 3ds max and blender in orthogonal view the space navigator is lock in y and x axis just like in photoshop and this is essential for precision work since the we go in orthogonal view for this. Even in Blender it work like this and the feature would not be difficult to implement. For now i cannot work fluently with my 3d mouse since i have to revert to clunky traditional navigation when in orthogonal view.
  9. Hi guy's I wonder if 3d coat has the same feature for the 3d mouse like in 3ds max and Blender that make zooming with the 3d mouse lock instead of reverting to 3d orbit? I search in the preferences and i don't see any setting for this, it's annoying since when you work in ortho views you want to stay in 2d view but using the 3d mouse revert the viewport to 3d orbit instead of staying in 2D.
  10. Finally there was an option to grab from the actual sculpt, thank to Digman who show me how to do it and here a gif showing the step to do it :
  11. Hi Digman, You were right it was 8 bits because i still had the normal map selected in the export dialog now it show as a 16 bits depth image in photoshop. I did a quick gif to help other if they stumble in this post so many thank to you for clearing this one up
  12. Thank Digman that was a few week ago now i understand the scale between both programs.
  13. Hi Digman and thank for pointing this out since you are a god sent on this forum with your astounding knowledge of 3d coat that is unfortunately not very well documented. I managed to play with it but there is few thing i don't understand about it : 1- When i chose tif or tiff format it's show as an 8 bits in photoshop and i don't see any options to set the tif bits in the export window? 2-Upon export it's look like a normal map image with the purple color and i don't see any depth image so if i just desaturate it will it act as a heightmap? There is also the exr option so i will try this to see what i can get out of it. Edit: Exr work well except that it is a 32 bits format making huge file and you have to do another manipulation in Photoshop if you want to drop it to 16 bits.
  14. Hi guy's, Trying to make an alpha brush from my sculpt and the use 3d model window doesn't show my object, i tried fiddling with the various axis, rotation and depth but nothing show up. I did another one that was from a sphere where i did some cutoff and it work but this one in the image don't show at all so any help would be appreciated. I also tried to rotate the cube so the sculpt appear on top instead of front view and again nothing show in the alpha capture window. I managed to make it work but honestly i don't have single clue why it finally work since i was simply drag and dropping from voxel layer to model palette and the dialog box for decimating open after many try. I also have another issue since the hand sculpture appear very fainted and when i edit it in 16 bits in photoshop it"s almost not visible even playing with levels or exposure the sculpted hand was not pronounce like the former alpha i made who was clearly visible and i notice with the same procedure that when clicking on edit 16 bits i get 4 alpha channels in photoshop instead of 1? It is very frustrating since i cannot get to speed at all since i always need to come here making a post since i cannot find any info by typing it in Google.
  15. OK i was trying to do this but i am struggling to find how to drag and drop that object in the 3d model palette, i tried drag and dropping by clicking the voxel layer but it doesnt seem to work and i tried dragging the object from the viewport to the object palette without success, any hint how this work? Edit : Figure it out and here a picture to help others :
  16. I also had strange issues with this tool recently, it's seem to give random results and i now use voxel hide with objectify hiden and it is pretty stable and work as intended.
  17. Thank AbnRanger didnt thought about using layer for this but it will surely be faster than export/import back!
  18. I know there is the make brush from object but i am looking for something similar to zbrush grab alpha since it is quicker then having to export my sculpt as obj and reloading it to make an alpha. It's counter productive if you have to do this for many objects. I want to be able to quickly sculpt a symbol and grab it's heightmap to save as a brush or stencil? Since the make brush from object is already in 3d coat there must be a way to get it to work directly on current object no? Thank for any help since the documentation is not helping me here.
  19. Thank for the information and i was suspecting this was not support yet but the time you can save with this if you want to make let's say a series of alien symbols that you want to apply over many assets this could save you a bunch of time instead of having to lay them down in Photoshop one by one.
  20. Carlo i know you are doing your best to help newcomers but i found the way to fix it after fiddling a few hours, here the way to solved the size problem : But the disk error still show up randomly on other tools and it is also showing up on older version so should i made another thread about the disk error alone?
  21. I am also experiencing weird behaviors with cut&clone since sometime it work the first time and sometime the cut out object is not the same dimension at all and i use orthogonal left view to do it here a gif showing what happen :
  22. Hi guy's I start using cut&clone and many errors start to show like object is not separated from original mesh or the error showing here : I have 45 GB free on my hardrive so i doubt my drive is the problem.
  23. Thank Carlo but it would be great if we could make our own shortcuts for these!
  24. In short color font since i have a series of symbols i need to engrave on many various game assets and with color font i can use grayscale image with depth information to engrave the font as i write it on an asset. This would speed up my workflow tremendously or else i will have no other choice then to do it in Photoshop since color font are supported.
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