Yousung
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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
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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
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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.
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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?
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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
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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.
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Trackball rotation
Yousung replied to jimhatama's topic in New Releases, Bugs Reports & Development Discussion
You can change the control with a combination of W,E,R and X,Y,Z. E.g.. 1. If you want to move in the X,Y,Z axis, just press x,y,z. 2. If you want to change to rotate or scale while moving, press 'e' or 'r' key. 3. As with move, if you want to perform it in a specific axis, try pressing x, y, z in that state. It will be transformed based on the axis. To move like a trackball, press the 'N' key. Edit 1) add video -
[Solved] Retopo Mesh is not smooth but facets only
Yousung replied to C3D_'s topic in General 3DCoat
Select an edge with the Set.Sharp tool in Selected and use Clear Sharp. -
Try 'Edit - Reset settings'