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Elemeno

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Posts posted by Elemeno

  1. 4 minutes ago, Elemeno said:

    its just light baking onto a mesh thats using mirror uvs .. i dont think any texturing or baking software does it too so its not just a 3dcoat thing but i will check for you

    yea painter and marmoset give same results so its not just 3dcoat its the uvs trying to baking multiple shadows on a mirrored uv

  2. 11 hours ago, kyanokong said:

    I have a question about ambient occlusion when UVs overlap.
    When I checked the Ambient Occlusion output results of a model with overlapping UVs and a model with no overlap, there was a difference.

    1.png

    3.png

    2.png

    4.png

    2024-04-23-152519.png

    The version is 2024.17.

    This result can be a little inconvenient in certain situations.

    Is there a setting that would give this output the same result?

    3dcoat has had trouble baking light or AO or a mirrored model... quick fix , half your model, bake the light /AO export the textures and then bring in your actual mesh and place those textures in and it will work fine , you can also not bake using render rooms lighting etc and it will generate proper lights and AO but will be default top down 

    • Thanks 1
  3. ive asked about this previously , 

    having their currently tool shortcuts are so hard to remember , having zbrush where you hit b , and cb for claybrush  is just a perfect shortcut , or as you showed having ctrl as a secondary tool like masking or slicing just speeds up everything 

     

    be nice if they had a few tweaks but i believe they dont want it close to zbrush and how zbrush works ... but who knows maybe they will ..

  4. 5 hours ago, AbnRanger said:

    No one is saying the company would be offering it to Pilgway for free. Perhaps Pilgway received a very generous offer from said company and instead of charging customers extra for a license, they'll decide to absorb the cost in the price of 3DCoat? Perhaps the company also empathizes with Pilgway trying to operate in the middle of a terrible war, and wants to show some love and solidarity to Ukraine in this way?

    i love your enthusiasm but companies dont care about people , if they did everything would be free..  nice to think about it though .. or maybe even if they improved their own render engine ... could even implement cycles ??

  5. 10 hours ago, AbnRanger said:

    Normally, I would agree with your points, but I know I personally would love and use this render engine a lot if it were integrated in 3DCoat. The Concept Art market would be really stoked about it, because they could do most everything right inside of 3DCoat, including the use of the large library of materials this render engine offers. Just because you personally may be familiar with Marmoset and Unreal, it doesn't mean everyone else is and they may not want to be forced to learn yet another app or game engine, to do their work. That is the appeal of 3DCoat, actually....being able to do high level work at most stages of the pipeline, and hopefully that would include generating high end Character Model Sheets and Renders for clients and Art Directors to sign off on. If the objective is to send the model to a game engine, then it may not have as much appeal, but for Concept Artists and Character/Environment artists (for animation or product shots) especially, it would be big news, I am sure.

    its just who pays for that license ? they just cant use a render like that for free

  6. but its not what 3dcoat is about ...

    3dcoat is for creation , the stage 1-3 of creation the rendering and animation is else where ...

    implementing this sort of thing would take ages(animation) the render engine again im not too fussed , i prefer alot of outsie engines like marmoset toolbag / unreal engine 5

    however to use renderman,octane or vray ... these are paid for ... the can implement them but not give them away for free

     

    to be fair unreal engine is so close now and produces real time results too .. what more do you need?

  7. 1 hour ago, EdanP said:

    Yeah I'm definitely not a fan of the 4 different types of meshes. Problem is how can one organize the UI in a way where the tools are not scattered all over the place. Just looking in the modeling room, the left tool panel is filled to the brim. Combining that with sculpt tools may be problematic.

    Maybe keep the separate rooms, but make it easier to manipulate meshes between rooms?

    it would use the exact same method used by zbrush , zmodeller has hundreds of tools in their right click menu, it would jsut save constantly moving from one room to another , for ease of use for new people or people who like to work in one room ...

  8. can you remove modelling room and retopo room and have all meshes inside sculpt room , and have modelling and retopology tools as a separate tool , with that the right click would be a pie menu with the selection type at the top like vertex,edge,face then below would be the tool you wish to use , the right side could have the current right click menu where you can relax,clear points etc and left side left clear for quickmenus maybe?

    the mesh could be saved as P for polygroups ... and once youve modelled something you can then voxelize it or go into surface mode where SUBD would work nicely :D

    having these in one room just saves the hassle and tidies up and simplifies things   

    • Like 2
  9. 1 hour ago, Just a user said:

    I see you guys are still working hard on this amazing tool, you added some black magic level of functionality its truly amazing. no other program have this features. personally i dont need them but i can appreciate the innovation.  

    I came to see how is the development doing, i see that none of my suggestions has been adopted. UI is still divided, modeling room still require two times the clicks to do the same operations compared to maya or blender or modo. still have a separated select tool for some reason and no major tools that are using context sensitive approach. 

    UI is still designed with a lot of text and its still a major problem in the smart materials workflow 

    For now I continue with my 2022 version for sculpting and auto retopo, its still amazing for that. i love it. 
    But I still wont upgrade until the UX will go thru a major makeover. sorry guys .. 

    why does the ui need a major makeover in order for an upgrade? ... if you can use 3dcoat that should matter .. the ui would bring in alot of new custom but at the minute its not massively important , you are right about the modelling room though 100%%%%

    hopefully they can work with a polygon modeller and have a good workflow

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