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digman

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Everything posted by digman

  1. This is not so much as a request as something that would help clear some confusion on layers. Right now when you clear a voxel model in the voxel room, it leaves the mesh if you have quadrangulated or retopoed in the retopo room. Also the layer is not removed. Now if you add a new primitive or imported mesh and quadranqulate it adds a new layer in the retopo room, Now you have one empty un-needed layer in the retopo room which can cause new users confusion. New users sometimes do not realize they have to clear the quadranqulate mesh or retopoed mesh in the retopo room which then causes problems. My suggestion. When clearing a voxel model in the voxel room it would by default clear the quadrangulated or retopoed mesh in the retopo room plus all layers would be cleared.
  2. Here is some info on merging for voxels your imported 7 million polygon file (obj or stl) that you created. The picture has the details. "a mail from Andrew suggests it may be objects inside my mesh" Yes, Andrew is correct, as I was stating the same thing...
  3. Yesser, it can get confusing trying to type so you understand, the nature of communicating by written word, the man that can explain clearly in written languague is a rare sight, example all the written manuals that leave your head spinning. I will try again. This is a way you can start off with a clean slate. The easiest method if you have enough ram is to export the voxel model (from the vox tree) all 7 million tris as a obj or stl file. ( You should be fine as I see you have free 33,420 mb) Close 3DCoat and then import the obj or stl model as a new merge into the voxel room. "Do not use the same 3d file you were using" You might have to resize on merging for voxels to get the resolution up to 7 million tris again. Then just quadrangulate, In the retopo room, check the mesh and merge for ptex.
  4. ok, I think I know the cause of the multi-color mesh. You might not have deleted the original quadranqulated sphere mesh in the retopo room. I did a test which was not to delete the original quadrangulated mesh, then ran the quadranqulated feature again from the voxel room and vola I got a multi-colored mesh... Could be reason that your ptex stops responding as you now have two seperate meshes from different models in the retopo room but still that is only a guess... picture included. John: yep it's a great feature of ptex and you can export the obj from the paint room and 3dcoat will create a uv map (square tiles) for it so you can use in your rendering program. sweet... Edit: I did a test with two different quadrangulated meshes in the retopo room, well it wasn't pretty when I tried to merge into scene for ptex.
  5. Yes, ptex works very well in 3.2.08 beta. (my version: win32 non-cuda) It should not take very long to merge into scene the quadrangulated model from the retopo room to the paint room. but somewhat longer if you increased the carcass level. -------------------------------------------------- You might be doing some of these steps already. The extra quadmesh you have is just left over from your first sphere, you can delete it from the retopo dialog box. When clearing a voxel in the voxel room it does not delete the quadrangulated mesh in the retopo room, Use the clear button (left menu) to do that in the retopo room. I did get that multi-colored mesh to come up in my testing but not quite sure how I did it yet, Its not the normal look of a mesh in the retopo room and I don't think you uv mapped it which as you know is unnecessary for ptex. I can take a look at the 3b file if you can upload it here if it not too big or a link where I can download it. Really tight areas sometimes cause problems but can't tell just from the pictures.
  6. Noble and with a concentrated thinking look with the furrowed brow. Nice work...
  7. Sluggest In what fashion? just curious. Dx for me is faster in sculpting mode and faster for painting in opengl. go figure... win32 3.2.08 non-cuda
  8. I will be choosing a new 3D application this year. Give me your opinions. I used lightwave in the past though not much now, I have version 8, what are the improvement since then and how is "Core" coming along. Have the modeling tools change? Carrara 5 I have and it's got a great rendering engine but some other tools are lacking in the animation department. Carrara 8 will address some of those. Cinema 4D looks good but having to buy other modules is not a great selling point for me. Messiah Studio looks great for animation and rendering. Bender 2.5 is in alpha2 and the interface now is something I can work with and of course it is free... Hexagon still is my favorite modeler. It just works the way I think. Hopefully Daz3d will keep developing the program and not push it over into Carrara.
  9. Nice going there Artman, you got a great charactor developing...
  10. I thought about it some more and realised that really there is no reason that 3DCoat could not read the .mtl file. I simply dragged the obj file and the .mtl file into the maps folder and then all the textures loaded in 3DCoat. Since the mtl. file is in the Maps folder and the reference to the textures are relative now they load. Dummy me... I deleted the other post but it still works the other way I shown you too.
  11. We have numeric parameter postion settings in the transform tool dialog box. It would be great if you could add rotation numeric settings to the dialog box.
  12. Now, that was a quick response from Andrew even faster than normal...
  13. Im not quite sure of your workflow but I loaded a uv mapped obj from 3DC into Wings3d and used the above method. Then merged the model into the paint room using the per-pixel normal map method. I invoked Photoshop through crtl-P. Next opened the uv map with the mesh overlay. Used color range picker to get only the black mesh into another layer. All worked fine... UV map the same in both 3DC and photoshop. A picture of what you are seeing might help plus what external software, Lightwave, Photoshop, etc...
  14. I'm not a Max user, we do have several here that hopefully can fully answer your questions but here are a few areas to check out in 3DCoat. Since I'm not sure how you saved your normal map out of 3DCoat here is some information to chew on. Hopefully it might provide some help but not being a Max using I really don't know... Edit: The texture baking image you see is setup for a displacement map not a normal map,just showing you the areas you can try and adjust if you have not done so already.
  15. You can also use Wings3D create a wireframe image file if you so desire. Import your uv mapped obj into Wings3d,select the entire model. In the upper menu choose window and go down to Uv editor window The uv map will appear,right click on it and choose create texture at the bottom of the drop down box. It will bring up a window where you choose image size. The map will be created with a wireframe overlay. Next in the outliner window the image will be located.(if you don't see the outliner window,go back to the main menu window and choose outliner. Select image with left click then right click on the image and choose export, your done. Wings3d is free and very easy to figure out, you should have no problem. Also while in the uv map you can move the islands if you so desire like in 3DCoat. http://wings3d.com/ I uploaded a 512x 512 quadrangulated uv map just to show you the wings3d uv map image...
  16. I found that for my system (older computer) that OpenGL is better for painting. I started having a jerky brush and lag jumps in the newer betas (win32 3.2.06 and 07 non-cuda) in one particular DX mode. No problems at all in OpenGL mode for painting. Below, I pasted my testing results and I hope this might help anyone else if you are having problems. The bug report was also amended... --------------------------------------------------------- I did more testing this morning and narrowed the problem down to a specific area. 1. Dx mode; a. In maximize mode but not full screen the yellow curser gets jerky or lags then jumps. b. In minimize mode (partial screen) no problems c. In full screen mode no problems except the brush stroke lags behind a little. 2. OpenGl a. I have "no" problems in all 3 modes and no stroke lagging. Now the problems could be just my older video card for Dx mode. I sculpt faster(fps)in DX mode but now I see I will paint in OpenGL mode until I get a new computer this year...
  17. Ptex crashing 3DCoat version 3.2.07 beta win32 non-cuda in retopo room with all quads model when merging into scene for ptex( using the same model for all testing). It appears to be the same problem as in version 3.02.05 stable In version win32 non-cuda 3.2.06 beta Ptex was working great with "no" crashing the program with the same model. I have not tested other ptex options yet. I sent in a web bug report... Edit: Quadrangulate from voxel room using same model crashes 3DCoat. I sent in a web bug report...
  18. Ghostdog, T.H. Rock,WailingMonkey and Splodge, Thanks for your suggestions,links and advice. It was much needed info. It also caused me to step back and think about the internal reasons I like to create art in the first place...
  19. Thanks Ghostdog, I thought I try something different, alittle 2d photo manip with some depth in the paint room. Self-portrait...
  20. Use the transform gizmo plus in conjunction with the gizmo you can use the keypad keys to select the view (Front,top,right etc) you would like to rotate around...
  21. Maybe it's just something pressing on my mind but lately I just start to work on a sculpt, 2d painting etc. and my brain goes "Ah, too much work, I think I will just go outside or have a beer." I know I could just plow ahead anyway but I'm sure I will get some good suggestions here too!
  22. Thanks for an insight into one of your workflows,Artman. It's saved as a notepad file. I also like clone and degrade when I am just building basic form. I build form in surface mode,merge back to voxels, then clone and degrade. Rinse and Repeat the process all over again. A great way of keeping the voxel/triangle count down low till ya need the details.
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