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wailingmonkey

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Everything posted by wailingmonkey

  1. very kind of you, 3DArtist! These shaders look quite handy.
  2. little googling on Verold got this: The Toronto-based start-up provides powerful software that will drive the next generation of 3D content. Verold’s unique solution reduces the time needed to create ready-to-animate content for games, web content, AR/VR and films; its non-linear content production work-flow automates or partially automates many of the labour-intensive processes involved in producing 3D content. curious to see what's in store...
  3. "I made good pipeline to maintain color while surface<->voxels transitions. See description - http://pilgway.com/files/bakedemo.png" So now we can basically use the voxel room similar (but with far more options) to how we previously used the sculpt room! Nice.
  4. curious when we might see radial symmetry? (I know...gimme, gimme...but this one was dangled some time ago...)
  5. holding the control key while moving will constrain to the 'normal' direction...it also respects the alpha of choice for the pen shape... maybe close to what you want?
  6. noice! sorry for not reading FAQ. (hopefully my shining example of face-palm status will now help others) thanks!
  7. kewl, Spiraloid! (dig Valve's marketing, too) Any chance you've got the object handy to share so's one can get the idea of proper scale for TF2? (even just the 'inner' shell geo would be dandy!) ...hoping since you've shared this as a free item there won't be pesky red tape involved... <crosses fingers>
  8. +1 (pretty sure this has been requested since the GUI got overhauled with separate rooms) Love to see this capability...meaning FULL control of what gets on the menu item! (just have to re-iterate)
  9. bumping this in honor of Zbrush 4R2's addition of allowing users to input their own custom repeating noise texture...would like the same capability in 3DC!
  10. now pinching and flattening those 'joined' edges more mechanically....(and with polish as-needed)
  11. aren't they always? (I thought it was a little longer this time too, but if you check previous release times it looks like we've been on a month-to-month for a little bit now.....no complaints regarding this from me, as that's way better than every 6mo-1year, tho. Just tough to adjust-down after previous years of release 'habit' )
  12. had something like this happen with UltimateUnwrap3D, so maybe try this: http://www.updatexp.com/data-execution-prevention.html and add 3D-Coat as an 'excepted' program? good luck!
  13. farsthary...I would have to respectfully disagree that the fidelity of Zbrush's lazymouse has been equaled by 'interpolate'. Even affecting/changing the brush options in 'spacing' to attempt greater control helps, but is a bit of a hack (and if your mouse leaves the surface of the model in screen-space, the stroke will come to an abrupt halt). For me, at least, it's a matter of 'dampening' the stroke (or having control over averaging it out) not only as it travels along the stroke path dictated by the mouse/stylus, but also there's an innate 'wiggle' for lack of a better term, perpendicular to the stroke direction that needs addressing. So basically, it's not just controlling the speed that I'd hope for, but also averaging my stylus 'wiggle' as the cursor travels over the geometry in screen space. Hope that makes sense, but if you can try Zbrush's lazymouse, and then compare to 3DC, I hope you'll notice the difference...
  14. these are looking fantastic! (really great sense of clay...digital, or otherwise) I think it's been suggested that brush management will soon need to be addressed, but I might also suggest that some of these brushes are just begging for a more robust 'interpolate'(smooth stroke) capability...something closer to the power of Zbrush's lazybrush for speed and falloff/strength. I can see how pulling out the rope brush, etc. will be a blast, but having true control over the stroke of that pull will really allow much greater power to the artist. great work, farsthary!
  15. totally agree, and find it very puzzling why this still goes unaddressed (after what I thought were pretty valid reasons 2+ years ago) I guess it's a business choice to omit having a high-quality AO capacity in 3DC? <shrugs> (I understand there are a ton of things on Andrew's plate, but this seems like one that wouldn't require revolutionary code <---coming from a complete non-programmer, LOL)
  16. what a thoughtful response to the sharing of positive information, michalis! </sarcasm> *edit* after seeing your own edit, evidently you are aware of your own tendency for drama!
  17. there are already 'Camera Shortcuts' (add, delete, switch-to) available, but your suggestion of saving position of mask/material plane could be handy. I guess Andrew would just have to store all position/rotation/scale data of the mask/material plane in use out to an xml file we could save/load? ...hopefully a small modification.
  18. Andrew...saw your posting regarding better PPP seamlessness...nice job! (very happy to see you addressing this!) I wonder if there's a way to 'average' the padding values between each UV island that has 'matched' edges, but specifically for the normals? (perhaps you're already doing this?) It seems the normals information is having the greatest visual impact in breaking the seamless appearance.
  19. apparently the UV-seams issue is still present in 3.5.23C (64-bit DX Cuda) for per-pixel painting...pretty tough to have 'seamless' textures. (image is just the default sphere with a little depth painted over the UV seams)
  20. that's news to me...below is an image showing UVs transferring just fine and retaining paint/deform layers (small degradation that should be pretty easy to smooth out in the texture maps) *edit* actually, I think that degradation is a UV-seam bug in the latest 3.5.21A version.
  21. you can export out your model with the old UVs, change them in the software you're comfy with, save the new .obj with new UVs, import that new model into 3DC. hope it helps!
  22. that's going to come down to what your settings are when you started (mesh 'carcass' and texture resolution). generally, the higher your mesh carcass and texture resolution, the 'smoother' your texture painting will be. things always depend on your hardware and goals, of course. Andrew has done some recent work with anti-aliasing the brush strokes, tho...
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