Jump to content
3DCoat Forums

Zafio

Member
  • Posts

    40
  • Joined

  • Last visited

Contact Methods

  • Website URL
    http://www.zafio.com

Profile Information

  • Gender
    Male

Zafio's Achievements

Neophyte

Neophyte (2/11)

2

Reputation

3

Community Answers

  1. Hi, 4.5.31(64bit) is only 65mb. Tried to wait some minutes in case it was still uploading, but it's still 65mb.
  2. Hi! It's been 3 years since the Steam FAQ stated: "Not at the moment, but is being looked at." I wonder why is it taking so much time? is a "time/resources" problem, or something technical? Thanks.
  3. Ok, got it, I forgot not to paint on Layer0 ... Shouldn't this issue be adressed already? There is no feedback anywhere, I wonder how many users still stumble on this issue...
  4. Hi, I have a vertex painted model, baked it with NPP, then added some new layers in the paint room, and all was looking fine, but once I closed the file and open it again, the color info for the baked mesh is missing... I can bake everything again, but those extra layers I created for the previous bake don't work... Any idea what's going on? bug? did I make a mistake somehow with the layers? This is V4.5.21 Thanks for your attention.
  5. I narrowed the problem down to the top layer of the material and its condition mask texture whose condition type can't be changed.
  6. Hi! Any idea what is going on here? It affects "smart materials"
  7. Hi KiAmz, with the model loaded, go to the top menu > texture > import 3DCoat will import the textures if it finds a .mtl file with the same name as the .obj, so from whatever software you export the .obj, you should find and check the option to export the material file. Regards.
  8. Hi Zest!, gotta respect anyone willing to try improving a huge interface like 3DCoat's! Integration/consolidation/consistency are much needed indeed, but man it seems like a looong hard road to travel... Vertical tool tabs would be nice as long as we are able to select/display two or more at the same time (with ctrl or shift?) and we are able to hide the tabs itself. Room tabs integrated into the title bar are not very easy on the eyes, but it would be nice to save the vertical space and give the viewport a little bit more room integrating the viewport icons in the viewport, makes sense. It would be nice to be able to hide/collapse those icons too, like the tools panel. On the other hand, stats in the viewport with that layout... would be nice as an option, but I would rather leave them in a line like they are now, but in the bottom of the viewport with more spacing between the different info. But again, saving the vertical space in the bottom would be nice. Now, speaking of saving space, I really hope this is not a mockup for a general layout, because that huge empty space would be a big no no. P.S.: I love the simplificated logo, it has better readabilty as an icon than the current one! And that was my two cents. Regards.
  9. There you go: http://3d-coat.com/mantis/view.php?id=1891 Thank you!
  10. Thanks Javis! Although it isn't what I expected. Unless I did something wrong, it won't paint until the center of the cursor reaches the object, and I would like the brush to start painting as soon as the "outer side" of the brush reaches the mesh, like this: So question is, is it possible? if not, should I add this to Mantis requests? (couldn't find anything like it)
  11. Hi! Video link is dead and couldn't contact Taros yet. Any chance anyone can explain or give a hint about how to setup 3DCoat to paint outside mesh borders? Thanks.
  12. Hi, is there any way to be able to paint outside the boundaries of an object? In the example below, if I move the cursor to the right, the painting gizmo dissapears, but I would like to use just a tiny portion of the left part of the brush. Thanks.
  13. I meant to have different uvs for a same object in the way of other apps (i.e. Blender), not at the same time exactly, although I think it wouldn't be that crazy to calculate one bake for each uv for the same model. I mean, complicated to code? sure, but not impossible, and it would be super handy for game artists. I saw that vid, and I got the hang of it, but still, seems really counterproductive having to clone retopo groups to have different uv sets. Mostly because in the end you have also to clone the voxel layers too, matching the retopo clones to make all the bakes at once, it's a mess that could and should be simplified. Anyway, thank you very much for your answers! really appreciate it!
×
×
  • Create New...