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geo_n

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Everything posted by geo_n

  1. Is 3dcoat substance painter? Lol What was your point? I didn't ask about substance painter. Go fume somewhere else.
  2. Do we have clipping mask support that is compatible with photoshop clipping mask. I currently still bounce back and forth ps and 3dc but the clipping mask doesn't work. Wish there was a way to support this non destructive workflow between ps and 3dc.
  3. https://www.cartoonbrew.com/artist-rights/animation-workers-set-to-receive-170-million-payout-from-wage-theft-lawsuit-161482.html After more than a year of waiting, animation workers will soon receive the first payment from the $170 million settlement they won from various animation studios. The class action lawsuit against the studios alleged long-term wage theft and antritrust violations.
  4. https://cgworld.jp/feature/201806-cgw239-t23dc1.html https://cgworld.jp/feature/201806-cgw239-t23dc2.html https://cgworld.jp/feature/201806-cgw239-t23dc3.html
  5. Hello guys, We're proud to present a new tool for artists and programmers. https://material-z.com/ Hybrid Layer and Node system Material-Z is a powerful new PBR Material Editor. Based on Disney's principled material system it is able to create amazing materials for both the gaming and the high end 3D rendering market. Its currently in beta but anyone can try it out now and play with it. Introductory tutorials https://www.braindistrict.com/blogs/tutorials/material-z-getting-started-with-programming-nodes https://www.braindistrict.com/blogs/tutorials/creating-a-brick-material-in-material-z-part-i https://www.braindistrict.com/blogs/tutorials/creating-a-brick-material-part-ii-noise-based-irregularities-and-cracks https://www.braindistrict.com/blogs/tutorials/creating-a-brick-material-part-iii-cement-and-finalizing
  6. Thanks Carlosan! I sent to our render specialist.
  7. Is there a documentation for converting pbr textures from one format to another from a developer standpoint? The math, algorithms and formulas behind pbr export and import. We are trying to write a plugin for exporting textures from our renderer but our dev doesn't understand the docs from https://www.marmoset.co/posts/pbr-texture-conversion/ as its too artist talk and not developer friendly.
  8. Check the video. I'm re adjusting several times in a span of 2 mins for 1 part of the texture to align some fabric seams. Do it 1000 times on many parts of the jeans and do it 100 times on different clothes a week. Hours spent on that could be just a few minutes if its done directly in the 3dc viewport.
  9. The back and forth between 3dc and ps is the killing factor. Takes so long to do it this way instead of doing it in the 3dc viewport without needing to open ps.
  10. Liquify tool. Really slow to do it with 3dcoat and ps. Need it in the viewport because I'm doing hundreds of texture work like this. I'm waiting for Substance painter to implement it. Mari does have it afaik.
  11. Doing it manually on multiple layers produces uneven results. For clothes texturing I really need multiple layer support even just for brushes and eraser.
  12. Looks like that option lets you do it on mutiple objects at once. I'm looking for multiple layers at once. Example I want to erase blue and purple layer at once. I don't want to merge these layers before I can erase them together.
  13. Is there a mode for brush painting that would affect all layers. Like using the erase tool would erase all layers or all visible layers? Or paint on all layers or visible layers?
  14. Is trello the place for feature request that Andrew reads?
  15. Oh that sucks. The history is pretty important. Also its strange it opens up a new layer document every time you sinc with 3dcoat. I will try gimp.
  16. I'm trying this out again. I think I tried this a couple of years ago. Its really good now for my uses which is to connect to 3dcoat as external editor. Problem, when I press ctrl+p in 3dcoat to send layers to krita, it opens a new document every time with no history. Is there a way to go back and forth with 3dc and krita and keep layer history intact with one document only?
  17. Can we use this as external editor for 3dcoat? I hope there's liquify, warp and puppet transform with Gimp. That's the most crucial tools I use with 3dcoat/photoshop. Merry Christmas!
  18. Not sure if these are already in the latest beta. I'll request them anyway since I use 3dc for painting a lot. liquify in 3d viewport - please, much needed to do it in 3d viewport like distort. Smudge tool sucks inverse brush paint selection - example if you use the lasso, I want to invert where the paint is applied. Its always inside. random paint cubic - using the smart materials to apply random scale, rotation of a texture like a flower that I want to randomize the tiling in cubic projection on a vase so the flower is not uniform when applied. morph then paint - is this possible already?
  19. Anyone? Andrew this is useful for 3dcoat for quick transfer of models.
  20. OD_Copy paste allows you to copy and paste geometry between applications. Please somebody do 3dcoat version https://heimlich1024.github.io/OD_CopyPasteExternal/ The following applications are supported: Modo : Vertices / Polygons (incl. Subpatch and SubD)/ WeightMaps / UVMaps / MorphMaps Lightwave : Vertices / Polygons (incl. Subpatch and SubD)/ WeightMaps / UVMaps / MorphMaps Blender : Vertices / Polygons (incl. Subpatch and SubD)/ WeightMaps / UVMaps / MorphMaps Maya : Vertices / Polygons / Weights (via Vertex Normals) (Implementation by Andre Hotz) Houdini : Vertices / Polygons / Weightmaps, UVMaps (Paste Implementation by Chris Wells) Others : Looking for contributors to write implementations for other 3d Apps (see TODO)
  21. Please Liquify tool in paintroom that work on the 3d viewport with symmetry! The distort tool during projection painting is so close but its 2d and only works for projections. I don't really use 3dcoat for sculpting so my requests will be biased.
  22. So this is the new 3dcoat channel for tutorials? The other channel is not being updated anymore.
  23. Thanks! Also that process is similar to xnormal process. Advantage of xnormal is no need to load hipoly to ram. It reads from hdd even the heaviest models. But I also like the how SP can show a preview bake in your lowpoly model.
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