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microxx

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Everything posted by microxx

  1. Hey, thank you very much, and yes, big difference between GL and DX version. Apparently DX version it's working much better. I'll play a bit more and report back. Thanks again.
  2. Thanks for the suggestion, as I'm still very new to this stuff and Im just playiung around with the tools. Im having a hard time in order to find what exactly each tool does. But still, the issues are there no matter what tool i pick, it's just a matter of time to get the slow performance back. I dont really know how to show you how dense is the model but I would say it's rather low, because when I draw a sphere using the ctrl key, i can see the low res in the edges of the cavity. I tried 3.5.12 but I decied to go back to the latest stable version, as it's freezing a lot on this side.
  3. Quick update: I downloaded and installed 3dcoat 3.5.12B x64 without CUDA and at first the issues seem to be gone, but after some minutes of playing around, the issues are back. If i close and reopen the scene everything works fine for a couple of minutes and the again slow Any help would be much appreciated. Orlando
  4. Hello guys, Another noobie question here, Im trying for the first time to sculpt something in the voxels room, but Im having some issues with interaction. Is not smooth as it should but step/strobe like whenever I move the brush on the model or rotate the view. But when I actually use a tool, let's say move or spike tools, everything is smooth, so we could say it's working fine, but the slow visual interaction is just too annoying. Is there something that can be done in order to get rid of it? maybe a preference or something...? You can see what i mean in this video: Interaction issues 3dcoat 3.5.01A x64 without CUDA intel i7 980x nvidia quadro fx 4800 Thanks for any advice, Orlando.
  5. Thanks a lot for the video haikalle! I thinks that's exactly what's hapening here as well, because there's a visible break of the continuity of the normal map... so I guess this could be considered a bug, right? Painting normal maps on top of uv seams will result in a useless map... Can someone else confirm this is happening? Thanks again
  6. Thanks Ranger, but unfortunately is not an option for me. The renderer Im using needs the smooth but keep edges algorith, none of the other will work. What's the padding option for? is it like the bleeding option in another apps? Thanks.
  7. Thanks for answering Gandmaster, I attached the uv layout as you requested, I dont think it can be the space between islands though. But what you said made me wonder... is there a minimum space required between islands for per pixel painting? Thanks, Orlando.
  8. Hello people, First I let me introduce myself: My name is Orlando and I'm a freelancer located in México City. I'm a 3d generalist but lately I've been doing texturing / shading / lighting work almost exclusively. I just started with 3dcoat and of course im still learning how it works. I decided to buy it mainly because of the retopo and voxel sculpting tools, but painting and uv tools are nice as well (but I already have solutions for those areas). It's been a nice and smooth experience so far, I must say Andrew has done an amazing piece of software. Ok, now my question: I've been playing a bit with depth painting for export as normalmaps, but unfortunately I havent been able to get rid of some visible seams (see attached images). As you can see they appear exactly where the uv seams are. I just imported the mesh from softimage (uvs were previously done), and start painting only in the depth channel. As soon as a stroke crossed a uv seam, the visible seams appeared. I must say the normal map itself is rendering fine in softimage but with the same seams that can be seen inside 3dcoat. Is this the way it works or am I missing something? Any help will be much appreciated Glad to be on board guys, I hope i can learn from those experienced users in this forum. Orlando
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