Elemeno
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Posts posted by Elemeno
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2 hours ago, Oleg Shapov said:
Can I ask you for more details about this problem?
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
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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.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
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also retopo via decimation causes the same artefacts while baking too
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1 hour ago, Oleg Shapov said:
If you do autoretopo in a different way, then there will be no such problem. I'm finding out what the problem is.
also yes using instant meshes breaks i but other forms work perfect
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1 hour ago, Oleg Shapov said:
If you do autoretopo in a different way, then there will be no such problem. I'm finding out what the problem is.
might be a problem here?
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i sent one ...
but basically i cant bake any addition detail , anything with height(not height map) it doesnt bake , it bakes negative values (depth) ... is nobody else having this issue???
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please watch the video and see how i perform a simple bake on a sphere...
its giving off weird results ,
gpu : 4070 superstorage: nvme
cpu: 10900k no oc
ram: 64gb ddr4all latest drivers , this is a complete fresh install of 3dcoat nothing added or changed ,
baking in other software gives off a perfect result ,only 3dC doesnt -
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 everythingbe 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 ..
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14 hours ago, Elemeno said:
no because anything baked indented bakes perfectly .. its only anything with height ... (alpha Add)
i reset all configurations , and reinstalled along with verifying install, nothing is working.. it used to work but i think its since moving back to nvidia it now doesnt workanyone ??
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5 hours ago, Carlosan said:
Looks as world space normal map
no because anything baked indented bakes perfectly .. its only anything with height ... (alpha Add)
i reset all configurations , and reinstalled along with verifying install, nothing is working.. it used to work but i think its since moving back to nvidia it now doesnt work -
11 hours ago, EdanP said:
Looks like inner cage is not deep enough. You must adjust outer and inner so that you capture the desired threshold. If this doesn'r work, please send project file and I can take a look.
nope .. made the cage inner and outer bigger and even made it smaller...
it looks like the outer cage isnt registering properly and staying at 0 even though you change it. -
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guys any help with this??? ive reported it so many times .. but nobody seems to have the same problem
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brush tool
retopo room
relax feature
destroys meshes doesnt relax the topology just pushes it everywhere -
1 hour ago, Nihilus said:
Hi, I'm very new to this amazing software, unfortunately, I'm just trying to unwrap my model but get different UVs when exported to Blender, anyone know why ?
i think its a bug , ive already reported it , but there are ways around it, ill make a video soon
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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 ??
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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
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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 freeto be fair unreal engine is so close now and produces real time results too .. what more do you need?
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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 ...
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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
having these in one room just saves the hassle and tidies up and simplifies things- 2
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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 -
that would actually be amazing! best of both worlds
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retopo room /
tool-relax
the relax tool also affects the sharp edges , prior to this the relax would only affect areas not marked with sharp edges
Ambient Occlusion when UVs overlap.
in Questions & Answers
Posted
yea painter and marmoset give same results so its not just 3dcoat its the uvs trying to baking multiple shadows on a mirrored uv