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Yousung

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Everything posted by Yousung

  1. [ Paint Room issue ] I am currently studying a tilemap to use as a game asset. I can't bake occlusions and curvatures on a model that consists of a single plane. When baking after Sculpt and Retopo work, Normal map is baked, but additional Occlusion and Curvature cannot be baked in Paint Room. Additional sides are required for baking to proceed. Edit 1 ) https://www.dropbox.com/t/lawGFnHCTNc2aPa6 Sorry, changed the link to dropbox. '_Create Tilemap' is baking on a single plane '_Create Tilemap_001' is adding side face.
  2. Until the bug is fixed, register Reduce with Ctrl+Shift and try it. I also had this issue reproduced I have confirmed that there is no problem after registering and using it.
  3. I have one question about PBRLibrary. Why is the same material separated by resolution (4k, 8k)? Can't we just let them choose when they receive the file? The top part is sold in 4K, and if you scroll down to the bottom, you'll see the same material in 8K. And the credits are separate. why? + Edit) And some materials look the same, but there are others with different names. What I saw while capturing the image above MTL00792 - MTL00765
  4. [ Modeling Room ] If you create 3D Primitives with Symmetry (Translation) turned on, they will be created in the wrong place. --- It's OK to create a single object and then apply Symmetry to Poly Groups.
  5. Thanks for adding Normal extrude to the Pose tool There are still some areas for improvement, but... Now i can use it with VoxLayer to easily make effects like negative volume. thanks to the developers for their hard work.
  6. In the Clay/Draw item on the left panel, There is something called Copy Clay. (both in Voxel / Surface.) Perhaps this is similar to what you want.
  7. And additionally, when subtracting the paint area of the current Pose Tool The painting area is different from when adding. It feels like the Border Widths don't match each other. This will also lead to slightly different results. Can you correct the border so that it is the same as when adding an area? Edit 1 ) simple test results The area added with the Border Width set to '20' Similar to the area I subtract with a Border Width of '60'.
  8. [ Added feature for Pose Tool ] Can you add other transformation features other than simply adjusting the selected areas in the Pose Tool with a gizmo? For example, like the video posted by 'milhouzz' as an example before I wish there was a feature to transform each selected area separately. Taking ZBrush as an example, it is similar to performing Deformation - inflat feature after painting on a mask. Here, simply masked areas are transformed individually. ▲ ( When using the gizmo scale in the pose tool ) To do this in 3D Coat, you must individually paint and transform the areas with the Pose Tool. This is time consuming and has the potential to result in inconsistent (different) results. However, if you try to transform it all at once, it will be transformed around the pivot as shown in the picture, so this will also be an unwanted result. With this added feature, you can use it with your existing stencil textures to quickly and easily adjust the depth.
  9. Yes definitely it would be nice to have such a control. I think it would be especially good for hard subs and patterns. As far as I know, these local controls are impossible with the Pose tool.
  10. Unlike Array of copies in Modeling Room The Attatch Tube Array function in the Scult Room is When the 'Put Fixed amount of objects' function is used, the size continues to change whenever the number of objects is changed.
  11. - Stencil - sculpt layers (Sculpt mode) - Pose Tool It seems possible with the above tools. Here is the video recording.
  12. [ UV bug ] 2021.39 In E-Pannel brush mode drag select doesn't work --- [ Request for further improvement. ] I would like to improve the selection area so that it can be selected what i want. This is an inconvenience that has continued since V4. Personally, it's something I'd like to see improved. There is always something I feel uncomfortable about when working with UVs in 3DCoat. There is a problem that when you select edges and faces with the Lasso tool in UV Preview, you must always include vertices for selection. In this way, in order to select the part I want to edit, 1. Select the area 2. Deselect unnecessary areas You have to go through this unnecessary process. Of course it's inconvenient, but if you're working with a single UV Island, that's fine. But I get the following problem: When UV Overlap for game asset optimization is being performed, UV cleaning is not possible in 3DC. Game assets often use overlapping UVs to ensure high quality with a small amount of textures. Divide the texture area for various variations with one material texture After painting, we place the UVs. If the UVs are the same, you can easily organize them with the Copy/Paste UV function. However, it is not always the same UV structure. So you need to align them by hand. Now I am facing the issue mentioned above. 1. Select the area 2. Deselect unnecessary areas 3. Occurrence of non-deselected parts (+ Compare with 3dsmax image) .... Equidistant / Horizontal /Vertical.... There is a good sorting function, but I cannot use it due to the above problem. I hope you can make some improvements. // Edit 2) Add image for explanation
  13. [ UV Room ] I still have an issue with the Mark Seams tool's Hotkey and UI overlapping. [ Retopo Room ] Select tool - (Vertex / Edge / Face) selection. Mark seam tool - (Vertex / Edge / Face) selection. The above two tools cannot assign the same hot key. You cannot even create a Stack key. If one side is assigned, the hotkey of the other side is deleted. And hotkeys assigned here (Vertex/Edge/Face) cannot be deleted with BKSP. From the user experience, the hotkeys of the above two tools need to be unified. As if (move / rotate / scale) of Transform is (W / E / R) Can't the hotkeys be unified?
  14. Test version 2021.38 I have also confirmed this issue. The problem occurs when the resolution of Voxel is increased. The problem persists even when switching to surface mode on voxels at [2x], [3x]. but it doesn't matter if you are in surface mode from the beginning
  15. I do not understand a little. [Poly Groups] are converted to individual [Paint Objects] after baking. [UV Sets] are converted to [Surface Materials]. check out the beta options as well. Edit - Preferences - Beta 'Treat retopo groups as materials'
  16. From the menu at the top of the UV room Retopo Room's 'Mark Seams' HotKey name is overlapping. Vertex: Shift 1 Edge: Shift 2 Face: Shift 3 Island: Shift 4
  17. If I remember correctly, the 'G' key is Since 'Transform without gizmo' was added It should be set to 'Move in screen space'. location Edit - Transform without gizmo - Move in screen space
  18. [ Toggle Popup/Docked Windows ] Can you improve it so that it also applies to the Texture Editor? Currently, this feature only works in 3D Viewport. I like to spread the UVs into rectangles and quickly fill them with the Lasso function. Of course, I can transfer it to Photoshop and work on it, but Because I can't see it right away in 3D, I want to work on 3DCoat whenever possible. // Edit 1 ) Also can you make the Smart Material Preview work in the Texture Editor?
  19. If you want to change the brush size while stamping You can use [, ] on the keyboard. If you want to change the brush depth during stamp You can use - and + on the keyboard. If you want to change the brush rotation during stamp You can use 8, 9, 0 on the keyboard. It is inconvenient to have to move very slightly, but you can see that it changes in real time during stamping.
  20. It has the features you've been looking for. Isn't this what you wanted?
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