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philnolan3d

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Posts posted by philnolan3d

  1. Found a bug. When using the Fill tool, when you choose a color for pores or spots (maybe others) you get a new color picker window if that's set to IMG none of the buttons work. The sliders work and the "crosshair" icon works, but nothing else. Not even the Ok or Cancel, so I'm going to have to force quit the program unless someone has an idea of how to close that window.

    Edit: I just tried it a couple more times with different objects, it seems the buttons work fine until you try to use the new move/zoom icons, then everything stops working.

  2. 6)Is it possible to switch off height and specularity layers so they are not active by default?

    This reminds me of something I was going to request. If 3DC would remember more settings when you close it (or it crashes) For example, I was painting with a specific color, I closed the program and restarted it, now it's back the the default green. The options Dinoraul could also be remembered. Perhaps if it wrote some of these changes to a config file as soon as you make them.

  3. From what I understand if you include code from a GNU licensed program you have to sharre the source code for the entire program it's included with. Meaning Andrew would have to share the 3DC source code with everyone.

  4. i dont see a problem with the billboards not facing the camera. They shouldn't all face the camera. Its wierd to see a tree with all leaves facing camera. As long as the leaf polys have uv we can put leaf texture and make it double sided.

    That's not billboards it's clip mapped objects for each leaf. a billboard tree would be a single polygon with the entire tree clipmapped onto it. The old way of doing this, which can be seen in many Playstation 1 era games, is to have 4 - 8 of these crossing each other like an X or an X and a + together each showing a different angle of the tree. Another method is to have an animation of the tree that gets stuck to one polygon which is targeted to the camera. As the camera moves the polygon always faces it and the "animation" plays in time giving the appearance that you are looking at a 3D tree while only taking the render time of one polygon. I hope I explained that well enough.

    Edit: it just occurred to me a fine example of the second option is the bullet-time effect made popular in The Matrix. Where they used many cameras to shoot an object they were surrounding, in this case Keanu Reeves, in our case, a tree. all of those pictures get applied to the flat polygon and the software scrubs through them as the camera moves and the polygon turns.

  5. I did my usual line up the back of the head, but then I took the nose, mouth, ears, and eye socket areas and made them separate islands, then unwrapped. Of course I would never do this if I was painting the maps by hand, but that's a nice thing about 3DC, I don't have to worry about it. So far it's worked out quite nicely.

  6. One thing I noticed as soon as I started loading a LW model in There needs to be a way to say "don't use this UV map" The only options are different sizes of texture, but a few of my UVs are attached to the same polygons so it would screw things up if I tried to use them all. I was trying to decide which one works best, but can't really do that if they're all active at the same time.

  7. Does anyone have a suggestion for the best way to layout the UV map for a head? If I was painting by hand I would make a seam up the back of the head and unwrap it from there, but I found when I do that to use with 3DC the mouth, nose, ears, and maybe eyes are just too small. and even with the biggest image size I just get little blobs of color instead of the nice detail I need.

  8. This probably would not be difficult to do. When you load the program we get this strip with 6 sample models to choose from. Or we can go all the way up to the file menu. I think it would be helpful if the 3 File options (load, import, import image plane) were shown as buttons right there under the 6 images. It would make jumping into your project just that much faster and there's already a strip of blank space there under them next to the "show on stratup" text (should be startup BTW).

  9. Oh.. I really need to get a new wacom..

    the new comp dont have a serial port, but by wacom does.. old old.

    You know you can get Serial > USB adapters? I got one and it worked great until I built my current computer, which is running Vista x64. Wacom doesn't make drivers for the my old Intuos 1 any more so it's no longer supported. I bought an Intuos 3 recently and I love it, but I hate that my Intuos 1, that works perfectly fine, is now gathering dust.

    Great head BTW, I'm working on one myself, I'll post it soon.

  10. I'm not sure which way to go on this. I really hate my LightWave key. I can't count the number of times I've brought my laptop 20 minutes to a Starbucks only to realize when I got there that I forgot my dongle so I couldn't work. Right now I'm perfectly happy, but I already have keys for both of the computers I use. I can imagine situations where it isn't possibly or practical for someone to have a key on every computer they use.

  11. Suppose I've painted all over a layer, but then decide that I've gone too far all around and I'd like to tone it all down a little. It would be nice to be able to just lower the opacity of the layer a little (or a lot) .

  12. Whan I have read your message I have understood that in general it is not so difficult. The difficult thing is to raise up crcass resolution locally. But it is very easy to increase resolution of hight poly mesh locally. So I will do that in next release. Maybe change local resolution will be done also.

    Oh OK, great news, thanks.

  13. I know this is probably very difficult if not impossible with the way 3D Coat works, but it would be nice to have local subdivision in the future. Like for example if I get my subdivision level looking good for most of the model, but the lips are not high enough. Local subdiv would allow be to improve that one area without using up a lot of memory to increase it on the rest of the model.

  14. I think that Make Human is great and look forward to its continued development. I do have a beef with it though. The mesh has too many triangles. Zbrush and lightwave(for sub-d) don't like that too much. In Lightwave, the mesh gets pinches if it is sub-Ded and when imports from obj, there are a lot of flipped normals. I am hoping the collada support in LW 9.5 will allow for easier use.

    I haven't tried playing with the Collada in 9.5 yet, I too hope that it will help things like this. I the mean time there's the free plugin, Merge Trigons X.

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