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Frankie

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Everything posted by Frankie

  1. A name just crossed my mind : SPLASH! What do ya think?
  2. I think only native english speakers should vote. I'm not.
  3. I don't see any problem with 3d Brush, but I'm not a lawyer. My guess is anything you can find will end up with a word or two already used by another company. The best is to combine words which is exactly the case with 3d Brush. Now the more words the less likely the problems arise obviously. So here's my little contribution if you're not to keep 3d brush Art Brush 3D 3Detailer 3Detail
  4. Just downloaded the 2.07 beta and got speeds ranging from 150 to 300 KB/s. My max speed would be around 400KB/s. Not bad at all, but this is saturday morning so I guess there is not much traffic. The forum used to be slow, like 2 month ago, but recently it has been quite smooth. I'm in Belgium btw.
  5. I personnally would prefer having the circle and removing the reticle when painting. So I guess the best would be to have some check boxes in the preferences to choose what to hide and what to keep when painting.
  6. Hi Andrew, just checked version 2.06 with the cavity painting now in the pen and it is just perfect, great to see you upgrading the software at a such a rapid pace ! Keep up the good work
  7. Thanks for your answers. When I say cavity painting, I mean putting color only into concave/convex areas of the existing mesh (without touching the mesh/displace/normal). I know there is an option to select concave/convex areas in the freeze mode, but as I said, when parts are freezed you can't see the color beneath very well. I like to work in different passes, like sculpting first and then coloring. Cavity painting would help putting different color in the concave and convex areas based on an existing sculpt without the need to go first in frezze mode, select cavities and then paint. I've seen we can now paint with pressure based on altitude (in the pen options), this would be similar but with pressure based on concavity/convexity of the mesh.
  8. First I have to say I'm really impressed with this software, so thank you Andrew. I'm equally impressed by the rate at wich updates are released, amazing. Here are my first suggestions after having played with the software for a week or so. Sorry if some are already implemented, as I'm still new to the software and I might have missed them. 1. Direct Cavity painting. Add cavity options in the pen parametters (to avoid the need to create a freeze mask first). One of the problem with the freeze is that you don't see the color of the freezed part anymore making it difficult to predict the result. This would be very useful when importing a sculpted mesh from say Mudbox to paint only color on 3DBrush. 2. Offset UVs command (to easily correct seams of tiles). Similar to the offset texture option in photoshop. 3. Tile in symetry modes (so when the brush goes beyond borders it wraps automatically). Similar to Maya's Paint Effect (in canevas mode). 4. 64 bits version (currently almost impossible to work in resolution above 2k as it reaches quickly the 2GB limit). This is utterly important to me 5. Support for 8K textures when there's enough vram on the graphic card, and obviously on a 64 bit machine. 6. Save preferences option. For instance, I prefer working with the pressure only affecting depth of the brush and change radius with keyboard. However when I start the program, it goes back to the pressure affecting both radius and depth by default. 7. New/Close file. Thanks again.
  9. Hi Francois... remember good old Unreal I haven't try Bodypaint, but I think it probably uses a software renderer. This way it wouldn't be restricted to videocard constraint but uses main ram instead. Same for Deep Paint 3d. That's the drawback of doing it in hardware with 3d brush (the good thing being what you see is what you get). But as vram size expands it won't be a problem for long. For me it is a problem right now because the power of pc don't outstrip latest consoles by a sufficiently large margin yet. And like at the early days of ps2, it was difficult to create resources because pcs were not powerful enough to cope with the amount of data the ps2 was able to process. Same today with next-gen console. In a few month from now, that won't be a problem at all I think.
  10. It is an environment but I cannot describe it. Yes it can easily fit into 256 MB of vram using dxt1 xy for normal (z is being reconstructed in shader) + z for specular and a second rgb dxt1 texture for albedo. 144 MB in total for 6 4k textures * 2. (including mipmaps) Of course I understand you need to work with uncompressed textures in an authoring tool.
  11. Thank you for your answer. I understand going beyond 8k textures is currently not possible. Even hi-end videocards top at 1.5 GB of vram. I'm currently working in mudbox on a mesh around 100 million polys, and intend to bake it onto 6 4k textures (96 mega texels). The reason I need to bake it on multiple 4k texture is my target platform (ps3) doesn't support textures larger than 4k. That is why I'm looking for a solution to paint color across several 4k textures. However even 8k texture is only equivalent to 4 4k textures but I think it is the only way to go for now. Thanks again.
  12. Hi Andrew and congratulations for this nice piece of software. I've been playing around a bit with the demo version, and it looks like it doesn't support multiple textures natively. If I import an object with several materials each using a separate texture, 3d brush will pack them into a single 4096 (2048 for the demo) texture. And then unpack at export (using original UVs). This is alright if the original object uses relatively low res textures (the sum of all texture is inferior to the max resolution of the packed single texture in 3d brush). But for my project, I need to paint an object composed of 6 materials, each with a 4k texture, and it won't work (or I'm missing something) because 3d brush will pack them into a single 4k texture therefore loosing resolution. Are you planning to support multiple 4k texture with the ability to paint across them? Thank you, Franck.
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