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walter_sullivan

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  1. This looks amazing. What a nice mix of colorful stylized and realistic darkness. The skull looks incredibly stylish. The armor is full great compostionial rythms and well thought out hierarchy of detail, busy vs calm areas. Edit: jus saw the concept, insane 3d interpretation and execution. Jus fantastic. https://www.artstation.com/artwork/5kEy1
  2. I agree. Having to send back/forth between 3d/2d app for simply being able to smoothly do adjust operations like this let 3D Coats texturing be left behind by other options out there, where you have smoothly working sliders and adjustments. Namely Substance Painter and newly Marmoset Toolbag, with the latter becoming very powerful once they continue with development, as it really combines the best of both worlds: Painter and 3D Coat. It is even more advanced than Painter already in certain, but crucial aspects regarding layer handling. 3D Coats texturing shoots itself a bit in the foot with these usability problems. Sad as it is. But if it would be possible to fix things like these, it would probably change that. It is weird: such a breathtakingly powerful, masterfully crafted program, but yet, simple things like sliders lag terribly. To me this is far beyond just having a "good experience", it is crucial for being able to use the texturing room in a professional viable manner, even if other aspects of the it are beyond amazing. It is the basic functionality that is always more primary than layered functionality on top. If layer sliders are laggy, that is unfortunately a show stopper for a serious texturing toolset. No matter how much you love the tool, you can't keep using it sadly due to these issues. For fine tune textures is it crucial that you have immediate visual feedback while using sliders. Currently I work on a game with very low res textures (max 256px) and I still get subtly affected by the issue depending on the layer. When I try it with 1k or even 2k, it is simply unusable. So using 3D Coat can not really be an option for me for texturing regular "this gen" assets, which really makes me sad. Of course you can still do amazing texturing with 3D Coat no question. But we are in 2022 now, and I don't want to frequently exchange my textures with a 2D editor, that is not why people buy 3d texturing software for and it slows down the workflow significantly. Also, it is not all about color: gloss, metallic and height are equally important. The problem is also far more worse than adjustments, as it also affects the general PBR channel sliders and layer blendings, like gloss, and gloss modulator, height, replace height etc. which is exactly the place where you need to have smooth fine control. Typing in numerical values is not an option for this. @Andrew Shpagin This would be a much needed fix. It is probably not easy or you would have already done it I assume. But is too crucial to be left like it is. It is really a fundamentally plaguing issue in an otherwise great texturing software.
  3. Hey guys! Loving 3D Coat in almost every regard. Thanks for listening to my feedback so far! It feels good to be part of the community of this treasure program. I said I'll be back for more, so here it goes: There is one thing that is unfortunately somewhat still a show stopper for me regarding texturing, but also present when using "Textures->Adjust" operations and the Layer Blending panel, and that is that almost all of 3D Coats sliders are too laggy to be used efficiently. When texturing, one wants to work fluently fast. When blending complex layer content together, or doing adjustments, one needs to rely on very fast lookdev and detailed finetuning of the opacity of laeyers. Currently, the sliders are lagging to such an amount that is unpleasant to work with them. Thing is: Fast subtle blending via layer opacity adjustment is the bread and butter of daily complex texturing work, where you need to make stuff look good fast. Often times, this depends on 2-3% difference in the opacity of a layer, or even in the 1% range for depth tweaks. 3D Coats sliders currently prevent the user to be able to work fast and efficiently, the sliders almost move in increments of 10-25% range when dragging, with serious stutters. This is not really workable unfortunately. I especially noticed this once I returned to Substance Painter for a texturing job. The layer sliders there are smooth like butter, which enables me to feel much more comfortable and work faster than in 3D Coat, which is a pity. I know in some recent update the sliders where already made faster, but unfortunately, the effect seems minimal improvement and far from solved. It is strange that this is such an issue, cause imho this should be basic functionality that needs to work first before any other feature. Maybe it is something deep in 3D Coat's architecture that is not easy to solve. However, I think this is a mild show stopper and prevents 3D Coat from being 100% usable in that regard. I can imagine especially with textura being offered as a texturing software, this aspect will maybe put off a lot of users coming from other software to trust to get work done efficiently and flexible in 3D Coat. I catch myself wanting to go back to Substance Painter or Marmoset cause of this, even though I love 3D Coat texturing (besides the lack of Black and White Masks), because it is really interfearing with texturing workflow on a fundamental level. If there would be a way to make this as responsive as it is in Painter, that would be amazing and make 3D Coat much more convenient to work with. Greetings and Love, Walter
  4. That's jus Fantastic! Thank you so much for listening and the insanely quick implementation! This is a serious level up for 3D Coats and Texturas paint room. CongratZ! I can see why 3D Coat has become and still becomes such an incredible program. Seldom have I encountered programmers who understand artists needs so well and listen to functional feedback. Substance Painters rigidity and lack of certain features retain for years, without any reacton to the feedback of their users. They still don't even have lasso select tools. Still no Opacity via pen pressure, despite users ponding for around 6 years for it. Here, I make a request, explain it well enough, and next thing you know it is implemented. Simply wonderful. I am speechless of joy. Thank you @Andrew Shpaginand whoever is involved in the texturing code, thank you for all your efforts! I so look forward to be able to properly use groups as organizational containers now when texturing in 3D Coat. And I think many other users will appreciate as well.
  5. To do it with nodes would also be fine. In fact, it would even come with its own power. I use Substance Designer a lot, and the HSL, Blur and Sharpen nodes are pretty awesome there. I think that with a procedural node system somehow married to the paint room, also offering such adjustments, the possibilities of 3D Coat for texturing would be exorbitant. Crossing fingers how this comes out. It would be truly insanely powerful to have Substance Painter and Designer features in one single texturing program. This is what a lot of people fantasized about for years and when delivered well, I think could be a game changer for 3D Coats texturing part. (That is, if the minor but bugging issues like super slow, unresponsive opacity sliders and other stuff ever gets fixed as well) The only app that goes into this direction currently is "ArmorPaint". But being developed by a solo dev and open source/free, last time I checked, it is far from 3D Coats or Painters abilities. But it was praised for that I heard (Never used it much myself). So there should be an actual example of how "a paint room "owns" a graph" freely available. (Random Video timestamp I found on it: I would much prefer using nodes for actual texturing work instead of for shaders or sculpting. I think it is the part of the pipeline that benefits the most from it, and hence I feel should be prioritized for the node implementation.
  6. There are still no non-destructive adjustments in 3D Coat 2021/Textura afaics. The bridge back/forth to PS does not solve the lack of these at all. Substance Painter, Marmoset Toolbag 4, etc. they all offer this at a bare minimum to offer total , non destructive fine control over your textures. There are currently no ways to work non destructively in 3D Coat regarding adjustments, which is a bummer. Like, all the time in production you don't want to actually really apply a sharpen adjustment or a saturation adjustment. You want to be able to lower/raise the effect if need be, after testing it in engine or renderer. Adjustment Layers (or filters) are urgently needed, if 3D Coat ever wants to be a serious competitor to Substance Painter for production work. Personally I find it sad, cause of the tons of potential that 3D Coat already has to be one of the best options out there. But without some of the basic features, such as proper (non-cumbersome) ID Map handing, non-destructive Adjustments, proper layer groups with "PassThrough" blend mode, B+W masks, it is not a viable option for most people who need to iterate a lot and/or are art directed. What will you tell your art director when he says your textures have gotton too sharp at a certain point in time? "Wait, I need to get back to like ten versions prior of my file" ? What will you do if at some point you realize you have decreased your hue for your wall too much to fit your level in your game engine? In both cases, simply smooth or re-adjust hue still won't change the fact that there was a destructive adjustment that altered my textures for good. It makes no sense to offer a modern texturing app without the ability to make non-destructive adjustments (to all PBR channels by the way, not just color). And no, it is simply untrue that other texturing software does not offer this: "Does Substance Painter or any other 3D texturing painting app have Adjustment layers?" Sorry @AbnRanger but other software does! Setting up an adjustment layer with selectable PBR channels has alwas been just several clicks away when you use Substance Painter. Yes, they are not called adjustment layers per se, but they exist if you set the layers with filters to passthrough mode, which 3D Coat lacks. Even better it is now with Marmoset toolbag 4, which has true adjustment layers. I pinged @Andrew Shpagin bout it in another thread already, as this feature is also directly tied to the lack of a "Passthrough" blend mode: I find it really surprising that with a lot of people using 3D Coat for texturing, these things have not become a thing, yet. It is pretty hard to completely make "the switch" from or replace Substance Painter due to these reasons. Even though the painting and selection tools in Coat are superior in every other regard. 3D Coat is just a few polishes and minor basic features away from becoming insanely more powerful than it's competitors in regards of texturing. It is a true gem in a lot of regards, from the flawless, decent tablet support, the incredible responsiveness, fantastic brush engine and curve tools, to simply the most artistic feel in a software overall. I just hope that this gem gets polished to truly make it shine where there is still a bit of a rock layer on top here and there. But if crit or requests like this is met defensive, it harms the progression of the software more than the protective attitude helps. I know the team is small, and especially considering that and that it can do everything the pipeline needs, which is a gazillion things more than texturing alone, 3D Coat is beyond impressive. But priorities should lie in the usability of the texturing part of the software for production, and thus, also make it more non-destructive, imho. Cause in almost all the other regards, it is already "there" or often even way ahead. So I think the weight needs to be evened out on those ends mentioned. For software progression, I think sometimes it is not adding new features, but make those that are already there adapt to most users contemporary needs, and non-destructiveness is a basic need for every PBR texture artist working professionally nowadays. This is one of the reasons why Substance Painter has become industry standard. Even though it's paint, selection, hide and curve tools are embarissing at best in comparison to 3D Coat. PBR texture artists would welcome these kinds of changes to the paint room in 3D Coat/Textura much. In long terms, I think you will significantly extend your user base with these fundamental additions and changes of more basic featueres.
  7. Yeah. The results will unfortunately always be different, cause when you build up 3 layers that use different blend modes, as soon as you toss them into a group, each of those layer's blend modes will be overridden by the parent blend mode, resulting in a vastly different appearance, basically destroying your previous work. Like you said, this functionality is really essential for complex texturing projects. Substance Painter had this now for a very long time, so does Photoshop. @Andrew Shpagin Is this considered in Development? It would really be a very needed functionality for layer organization in Coat/Textura to be more on par with Substance Painter's layer organization. I guess this is one of those things where people might still be (unfortunately) turned off by 3D Coat for heavy, non-destructive texturing work. (Well, this, and the lack of Black and white Masks) I would go even further and say that there needs to be a change to the layer groups icons to make them more readable. Adding a folder icon before the name would suffice for this, just like it looks in PS. In PS, the blending mode of the group is also automatically set to PassThrough on creation (ctrl+g), intelligently assuming that this is how the user would like to treat the group most of the time.
  8. Thank you! That link looks different on my side than the one from before. It seems indeed the ones I wanted are out of stock. Bummer. I will wait until those are available again. Also thanks for hinting me to this one. It is close, but unfortunately I like it not as much as the others.
  9. Those hoodies look really cool! Was jus googling for 3D Coat merchandise. Would be glad to support this insane software by proudly wearing its logo. Unfortunately, I can not choose a size on any of those. It seems there is an error in that particular field? Maybe I am doing something wrong?
  10. OMG! Thanks so much for bringing this up and showing the solution! It feels so awesome now, just as used to from other apps (Blender, Substance Painter). The gizmo approach and the upper controls are nice in theory, but way too slow for actual frequent usage. Maybe this should be the default setting in the preferences to not confuse and disappoint users coming from other software.
  11. Hello, despite my inital feelings I expressed in this thread shortly after coming from Substance Painter, after learning and using 3D Coat for some more time now, I gotta say, I am deeply in LOVE with its texturing. Seldom I came across a program that is so artist friendly and barrier free. I always dreamed about a Software like this, a painting Softwae with the feel and flexibility of a painting centric program like Krita, just in3D space. That dream has come true for me with 3D Coat. After inital difficulties but then giving it another chance, which was one of the best decisions of my 3d artists life, I can't express the joy I get out of this hands on experience during the texutring process. I could write a vast list of whats amazing about it, from simple things like being able to smooth my color instantly, insanely quickly adjust my layer blendings for glossness and height, the amazing preset functionality, the way you can freely use stencils for everything and combine it with brush options to get nice variation very quickly... to the amazing and fluid resource management which is such a pain in other popular software...the allmighty "E" panel, the list goes on.... It really feels like a true painting program on steriods in 3D space. I am mindblowing by it every day, the more I learn and use it. Really thankful for the hard work of the developers who I hereby like to thank from the heart for creating such a progam. It can offer me everything I was looking for in regards to painterly, much more hands on texturing experience that Substance Painter can't. After I learned more 2D digital painting, I always missed that feeling of painting in texturing software. 3D Coat has it. It is quite an accomplishment for a software. The entire brush engine and feel is a whole nother beast in 3D coat than in other software and everyhting is really designed with the artist in mind. (e.g. having a color palette at your disposal at ALL times) However, I am a long year Substance Painter user and quite profficent with the program. Recently I also learned Marmoset Toolbag 4 for texturing, which is also very nice and powerful. There are some features that are standard in those programs that are missing in 3D Coat. If added to 3D Coat, the texturing aspects of it would skyrocket even further. It would be an unstoppable beast. I understand that now with offering Textura as well, this would be a great opportunity to make it even more powerful and compete with the competitors. Many people are in search for alternatives to industry standard software right now, but many people also need a lot of those features from these softwares for production, workflow efficiency and non destructivness. I want to keep my requests more atomic (I will make more requests in the future.), so I start with one of the most important missing features for me coming from Substance Painter: Passthrough Blend Mode. Passthrough Blend Mode is very important for layer organisation. It will not override the blend modes of its child layers, so that a layer group set to passthrough blend mode can act as a simple organizational container. See it in action: 2021-11-07 14-25-14.mp4 You notice here that when I use the passthrough blend mode, the child layers will have their blend modes active and behave as if they are not in a group. Whereas when using a group with any other blend mode, you can see that it will override any of the child blend modes. This is how it behaves also in 3D Coat, it is very inflexible for layer organisation. In 3D Coat, you can not have blend modes of children independent from the group. It would seriously up the game of the layer stack in 3D Coat if this feature would be implemented. I am not sure how difficult this is, but from top of my head, it should be ""just"" that the group will simply ignore its own blend mode and have the layers act as if there where not in a group(?). It would be super useful to keep a more organized layer stack. Furthermore, it would enable the use of adjustments! Non-destructively, I think. Because when using a pass through layer on a layer which is not a group, it will propagate its properties to the layers below. Allow me to demonstrate this as well: 2021-11-07 15-11-12.mp4 It is a bit different here, because 3D Coat does not have filters. But 3D Coat has the Color Operations tool, which is totally awesome, again, super nice hands on tool with much more artistic fine control than simple filters. It already has the option "through all layers". So I guess if you would be able to use a "passtrough" layer on top of a layer stack, or on top in a group, you could use the color operations tool on that layer which would have no content, other than the color adjustments made with the tool. Later on you could blend out these adjustments or even go to "textures->adjustments" to further alter the color operation result. I don't know if this makes sense. I know using external image editor with 3D Coat is quick and powerful, but this would be one more benefit of implementing passthrough layers for staying inside the software. If either or both would be too much work and would need too much refactoring, or even conflict with how 3d coat is meant to be from a developers standpoint, then simply only having the addition of "container" elements in the layer stack would also already help and maybe even suffice. Simply "Folders" that can contain layers but have no influence on their blend modes, would be awesome. This would really shine also if we could have the ability to select multiple layers at once and reorganize them into said folders.
  12. Thanks for your reply. I understand the first part, so it seems indeed to be by design with the "degree" option. Then I need to work around this by using the master opacity slider and fill each new layer with only a glossnes texture instead to build up roughness/gloss. Pity though, as it takes away some flexibility of complex stacking of multiple channels inside one layer. but at last once you know this, it is workable. The second part I am not completely sure I understand, as my issue does not have to do with painting directly, only with smart material creation. As I understand, Metallic and Glossnes being tied together as one parameter without the ability to be painted as a separate channel. I reckon because there is no metallic On/Off switch as there is for Depth/Col/GLoss. So it is either gloss+metal or nothing when painting. You can not paint only metal or only gloss. Which is also not the most optimal, but workable also once you know. But it does not seem related to my topic with the smart material creation and blending of glossness? Good to know though that there is somehting being enhanced about this.
  13. I am using these brushes now. One thing I noticed is that depending on what category you have selected for your eraser or your brush, let's say e.g. "Cracks-Wrinkles", it takes around 1-3 seconds until you can switch between eraser and brush. This feels a bit interrupting during work. Once I uninstalled the packages or use others with less content, switching between brush and eraser is at the speed of light again. Could it be that having such a huge amount of brushes slows down your switching between brush and eraser? Maybe it is indexing the current category the tool was in and if there are a lot of files, it takes some time? @AbnRanger You are using these brushes for almost a decade now, is this normal? Have you ever experienced a lag when switching between brush and eraser with these brushes installed? I already uninstalled the largest pack "3DC_Brushes" again, cause then the switching gets faster. But it is only without these brush pack installed that switching is super responsive again. And if this is normal, me thinks there might be a way from the dev side to bypass this somehow? I mean, having a large collection of brushes should not slow down switching tools. I also ask myself if this is something on my side. My comp is a bit old now: i7-4790 quad core 3,6ghz 16 Gig Ram gtx 1050 SSD I have an SSD which usually delivers me stuff quite quickly. Is there maybe a setting or anything that could be the reason? Just curious if it is something on my side or if this is simply to be expected. In the latter case, I would make a post in Development/Improvement suggestions. Maybe the RAM could be the culprit here? As I occasionally get crashes due to out of memory errors during work. How much memory do you use with these brushes/have used in the past?
  14. Same here, still. I forgot to paint along my gloss and vaguely remembered to have seen this in the past somewhere. I discovered it being in the menu when right clicking a layer. Clicked on it, but nothing happens It seems currently it does nothing. Would be nice if it was functioning (jus nitpicking :P ) ... but as it is there... it is tempting to wanna use it But I understand there are probably more important things in progess.
  15. Hey, I was wondering, as 3D Coat already has an Unreal/Unity style shader in the viewport (which is amazing!), wouldn't it be really good to also have ACES Tone mapping in the viewport to even more closely match Unreal and Unity engine's in game looks? I am currently texturing a lot in 3D Coat for my Unity game (it is a pure joy) and I notice that the ACES tone mapping in my scene makes the texture still look a bit different in game than in 3D Coats viewport. When turning off the tone mapping in engine, there is a very close match between 3D Coat's viewport and Unity's Viewport. When turning on ACES tone mapping in engine, the texture is naturally a bit more saturated and contrasty. I use to texture at 100% contrast in Coat already to get a closer match, but it is not enough to mimic the ACES tone mapping. I noticed that in the new Graph Editor, there is a post-processing option for the renderer, which offers ACES tone mapping already as a node. Seemingly, it only affects the render room right now.(?) Would it be possible to integrate this into the Texturing Viewport as well? Maybe even in the Sculpt Room in case someone wants to texture their UE5 assets with vertex color. That would be truly amazing I think! I know Substance Painter does not have this out of the box as well. You need a third-party plugin from gumroad for it. But at least it's there after you got it and works very well. So it is indeed possible to have ACES viewport in Substance Painter, even if it is not oficially integrated. Marmoset does have it by default on their cameras since forever, so it is possible there to texture in ACES from the get go, out of the box, which is a huge advantage if your target Game Engines. I already worked this way there and it works super well to get a match to predict how it looks after exported into game engine. I think this would be really a good feature to set 3D Coat apart, as it already has a game friendly shader as default. This would make it complete in terms of viewport rendering. I think it would be a neat feature that could be well advertised, especially to set itself apart from Substance Painter further in regards to being a texturing suite for games. ACES, or using at least some kind of tone mapping, is pretty standard in films and games. And as it seems it is already there in form of nodes, I reckoned it might be approachable implementation wise without too much hassle. I would really love to see this feature now that I started to texture a lot in 3D coat. Besides that, it looks ultra punchy and nice and would further enhance the viewport rendering as well, even if would just be for internal rendering and texturing alone.
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