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Everything posted by Yousung

  1. Autopo is currently in the process of refining its algorithm for better results by Andrew. If the later version is updated, I expect that it will be possible to get better and faster results.
  2. Wow.... Among the Brush Engine Modifiers, there is a 'Rotate' that has an effect similar to Swirl Clay. I hope that it will help you to make curly hair.
  3. If you want to work on a detailed pattern in a specific area I think it would be better to use the Adjust - Subdivide tool. A freeze(mask) area can be divided into partially uniform steps. Auto-subdivide using brushes is quick and easy, but Since the subdivide step varies depending on the size of the brush, it is not recommended if you want uniform density. If you want to adjust the depth of the pattern or logo while working, you can adjust the depth by adding Layers.
  4. Yeah... I'm confused, isn't Decal already handled by Alpha?
  5. I've been seeing stuff like this every time I mouse over Alpha in the Brush and Strip panels. So I recently decided to look into it with interest and try to make it myself. Looking at the wiki (link) and the existing internal alpha images, I have a few questions while making it. 1.What exactly does EraseMask do? I've looked through the wiki and tested it around but I still don't know what exactly this is. Can you give a more detailed explanation? 2.It seems that the brush's alpha source takes precedence over the strip's alpha source. Obviously, the wiki says that the Strip's alpha source is prioritized, but in reality, it seems to give priority to the Brush's alpha source. Only the color of the strip appears properly The rest of the data is ignored. Here is the alpha source I tested. Brush&Strip.psd +Edit ) I forgot to add it to the content when using it as a brush alpha. Brush Alpha works as expected. But Strip doesn't. Are the settings wrong? Or is it a bug? Due to this problem, it seems that it is difficult to express a zipper line that contains metal materials.
  6. I am attaching the video here. There is one problem with this method is that the layers are not persisted. I don't know if there is a way to switch to a sculpt mesh while keeping the layer, but I don't know for now. Sorry, I need to test this part too.
  7. I hope the translator works properly... I will attach a video separately later. [ Data attached by the author ] Paint Room : Paint data (you said highpoly...) Retopo Room : Retopo Data (Low Poly/Unwrap - X) Sculpt Room : very small mesh data (can't bake!!) [ It should be like this... ] Paint Room : Bake Result Retopo Room : Retopo Data (Low Poly/Unwrap - O) Sculpt Room : High Poly Data Note: 3DC workflow Sculpt Room(Highpoly) -> Retopo Room(Lowpoly&UV) -> (Bake) -> Paint Room [ what needs to be solved ] - Need to send paint mesh(Highpoly..) data from Paint Room to Sculpt Room. - You need to unwrap the Retopo data in the Retopo Room. - And since there is a hole in the mesh, you have to block it. [ Please follow the steps below ] Back up your data first From the top menu in Sculpt Room 'Geometry - Take subdivided paint mesh into the sculpt room' The layers will not be preserved, but will bring the paint mesh as close as possible. The data will be treated as HighPoly for baking. Go to the Retopo Room and do low-poly UV work and bake Then the high-poly data will be baked into the low-poly data.
  8. I'm doing well. (70 version) I don't know what the situation is. When preparing for baking, did you make enough adjustments to allow the cage to project the high-poly mesh? When the cage fails to project the high poly mesh, you may get a gray (nothing) as shown in the picture.
  9. I did a test. Like the author, the color picker doesn't work properly in the 2D Editor. Tried 'reset setting' but it didn't work.
  10. Yes, I also wish that this feature would be added. In fact, this makes it almost impossible to group and manage painting layers in 3DC. The result is completely different when it is a group layer and when it is not. Attach an example image. I did it with the same color and blend option, but the result is different.
  11. OK, here's a little trick. 1. Select the color channel area with Freeze - Freeze Transparent Pixels. 2. Turn off the Color and Depth channels. 3. After turning on only the Glossiness channel, set the Roughness to 100% and then use the Fill tool set to Fill w/ color. 4. Glossiness channel will be added to the painting area. 5. Now try using Color to glossiness again.
  12. After testing... For this feature to work, I have confirmed that the Glossiness channel must be set to 'On' at the time of painting to work. If it was painted with 'Off' state, there is a problem that it will not work even if you turn it 'On' later. I think it's definitely a bug. + Textures - Adjust - invert glossiness also same issue + Layers - Copy channels (RGB to glossiness) also same issue + Layer Blending - Additional glossiness also same issue + Layer Blending - Additional Metalness also same issue
  13. Thanks digman. Fortunately, the mesh I made is for studying the PBR baking workflow, so it's not an urgent issue.
  14. To summarize the test and the information I found out. When baking RGB Curvatures... - It is affected by the size of the object. - Affected by the density of polygons. It is affected by the size of the object. As Carlosan said, the object needs to be large enough to start baking properly. If I increase the size of the Highpoly and Lowpoly meshes by x10 with the Transform tool on my attached model, it starts to bake normally. However, it is still partially noisy. Affected by the density of polygons. This is currently the biggest influence on RGB Curvature baking. Before baking, copy the lowpoly that has completed the UV work, put the subdivide on it, and bake it separately to see the RGB Curvature that comes out neatly. As a little trick, you can export/import this RGB Curvature as a colormap and import it to use it in the Lowpoly mesh. However, this method is a temporary expedient, and an image with partially distorted edges often comes out. (Baking with Triangulate does not solve the problem.) A more definitive troubleshooting is needed. @Andrew Shpagin
  15. To check for baking problems I took the high and low mesh created by 3DC to the SP and tried baking. In SP, it bakes just fine. Edit1 ) add SP baking image
  16. Thanks for checking out @Carlosan. But this confuses me even more. It's late at night, so I can't see the details. After checking the file First, lowpoly modeling needs to maintain its size. The protrusion on the top was intended to be processed with baking. So it will look smaller than highpoly. If the size is increased as much as the protruding part, distortion will occur at the upper part of the cylinder as shown in the image. I don't want results like this. So the size of the lowpoly mesh should be kept as much as possible. Second, in general, if you work on a retopology after making a high-poly mesh, it will have a size similar to that of high-poly. After that, through the baking process, maps (normal, AO, Curvature, position, etc...) are extracted. 3DC also goes through this process to extract a normal map. However, it is very strange to increase the size of the lowpoly to extract the Curvature. If the Normal map was extracted normally, other maps should do the same.
  17. In V4 it works fine. Since RGB Curvature has been added recently, I don't know if this is a bug or not, but it seems that the cause has been found. It seems that LowPoly lacks polygons. It was confirmed that the quality of the RGB Curvature increases as the polygon is divided. But since I mainly use it as a game asset, I can't keep dividing the faces like this. Can you please improve this problem?
  18. Hello developers, I used 'RGB Curvature' after the update before, and the baking process was broken once. At that time it was solved with Edit-Reset settings. This time, when baking the RGB Curvature, the texture was broken. (On the first try, it baked normally.) I tried Reset settings again this time, but it didn't fix it. The strange thing is that the other example samples from 3DC are baked normally. I thought the scene was broken, so I exported the high-poly and low-poly data and then imported it again in a new scene, but the problem was not solved. Share files by uploading them to Dropbox. Does anyone have the same problem as me? ▼ Dropbox file ▼ https://www.dropbox.com/sh/12vlitxs23lcesl/AAAfULUYoeRPsmGGgjhvd24Xa?dl=0
  19. There is a problem with the vertices going to the wrong position when beveling after grabbing 3 edges
  20. yes i've been through this too After drawing the curve, I solved it as a temporary solution by increasing the subdivide of the curve. It would be nice if it could be improved.
  21. The more I use it, the more I like it. In particular, I've been struggling with filling in a smooth curved surface between sharp angles recently, but this tool seems to solve it. What I like the most is that you no longer have to repeat the size of the bevel until you get the result you want, just set the brush size and create the bevel. Assigning a hotkey to 'Assign radius' in the Curve Settings and using it is fantastic.
  22. Thanks for adding a new tool. Now it looks like we can easily bevel even on asymmetric objects. However, I think the part that bends at 90' needs improvement. It seems great enough though.
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