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Frimasson

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Everything posted by Frimasson

  1. It seems to work better in voxels,, after a resample in surface mode, or after an export / reimport in .STL
  2. 6 UDIMs to have the finest possible texture. It takes a lot of ram, but worked fine
  3. A Whale. Displacement & color in 3d caot
  4. Ghost recon. Detaling with displacement maps
  5. Another dragon detailed in sculpt room. The model has 6 8192*8192 displacement maps
  6. Here are some models i sculpted and painted. Komodo dragon and dragon sculpted and detailed in paint room for a cheetos advertising campaign
  7. I found a way to fix my issue. If i export the model in .OBJ, delete it, import the obj, i've got holes in the imported model If i export the model in .STL, delete it, re import ... it works fine
  8. I'm currently sculpting a model in surface mode. At certain point, i was unable to do booleans, unions betweens meshes.. I had an isue with my mesh. Converting it back and forth to voxel can fix it, but i loose a lot of details. Trying tg to fix the mesh in 3d Coat failed. I tried close holes and mest doctor without success. When i export the model in obj, thent import it, i have holes in the mesh (see attached pic). Even if i decimate the model before export. The only workaround i found is to decimate a little the mesh in Zbrush to fix it before re-import it in 3dc.
  9. 3d coat 4.7.29 win 64 and 3d coat 4.5.40 Sculpt room / Surface mode Bug with the bridge tool The bridge tool works with the probe method, but not with the Mote carlo, or the min angle method You can reproduce this bug by bridging 2 cube or spheres primitives I've also got an issue with copy and merge (with booleans) 2 objects with around 10 millions polys, in surface mode 3d coat freeze
  10. I found that this bug occur only when the depth opacity of the layer to be merged is 100 I found a kind of workaround
  11. new bug : :in the paint room, when i merge down a layer that has a 'replace depth' value, the 'replace depth' effect is not keeped. Same bug with a layer folder Feature request : actually, the color and depth blending options of a layer folder override the options of each layer in this folder Is it possible to switch that off ? Thanks for your hard work
  12. Another bug : when i import a TIF file in the color slot of the material editor, the colors are inverted, or some channels swapped Do you plan to reduce the memory usage ? I'm working on huge models, with multiple 8192*8192 textures, and i need 64 go of ram Is is possible to reduce memory usage by using specific layers for smart material fill, for masks, by deleting some unused channels (displace, roughness, color) on some layers ? by using texture proxies ? Mari seems to be less memory consuming, but 3d coat is the only paint app that gives a visual feedback of the painted displace
  13. Another bug : When i import a mesh in OBJ with several materials for per pixel painting, and select both "treat materials as separate textures" and "import tiles as uv sets" the shaded model is not visible. I only can see the wireframe, by pressing "4"
  14. 2 issues with layer masking in the paint room ( 4.7.28, win) How to reproduce : Issue 1 : open a model In the paint rool, create 2 paint layers Fill each layer with a different material that use displace Create a 3rd layer that will be used as a mask. set the color opacity to 0. Paint some strokes On the 2nd paint layer,the one on the top, in the Layer blending property, set the replace depth to 100 Use the mask layer as a clip mask issue : no bump is displayed on the bottom paint layer, revealed by the mask. The replace depth is not affected by the clip mask Issue 2 In the paint rool, create 2 paint layers Fill each layer with a different material Create a 3rd layer that will be used as a mask. set the color opacity to 0. Paint some strokes Use the mask layer on the two paint layers as a clip mask On one of these layers, invert the clip mask effect Where the 2 layers blend, there is a desaturation issue. see attachement
  15. Bug with 4.7.28 on windows : In the paint rool, it's impossible to delete a paint layer Features request : i'd like to ofset the depth of a layer in the paint room I'd like also to ofset in positive or negative the depth of a displacement map in the smart material editor,
  16. Some thoughts about the Smart Material Editor : Actually, in the Smart Material Editor, i have to use RGB 16 bits tif displacement maps, centered around a Grey between 80 and 90. Values lower displace inwards, values higher displace outwards. 3DC can't handle well 16 bits greyscale maps, neither PSD files. Is it possible to have a slider in the mat editor to set the Mid value/zero displacement for displacement maps ? It will simplier than adjusting the curve intensity of the map. Changing the position/orientation/scale with the navigation in the stencil toolbar is unusable with a tablet. I have to use the mouse, or the transform gzmo. Do you plan to add adjustement layers, procedural textures, procedural masking, the possibility to change the parameters of a material afterwards ? Thanks.
  17. With a stencil or with a smart material, the distord option works with a 8 bit map but not with a 16 bit rgb or a 32 bit rgb.
  18. When i activate the long range curvature intensity, i got banding artifacts in 3dcoat 4.7.24
  19. I did some further tests between blender , 3d coat 4.5.28, 3d coat 4.5.30 and marmoset with different HDR I only used diffuse shaders, without reflection or glossiness Sometimes, 3dcoat 4.5 28 renderview looks closer to a raytrace render like blender sometimes, it's 3d coat 4.5.30 that looks closer
  20. What happend to the shading ? I did a comparison between marmoset, 3dc 4.28 and 3dc 4.29 with a model imported in the paint room Marmoset and 3dc 4.28 looks close to each other The shading in 3dc 4.29 is flatter on all my models, and to get an impression of volume, i have to increase a lot the contrast of the HDR Until this issue will be fixed, i will stick to 4.28
  21. Is it possible to send a model with displacement maps from the paint room to the sculpt room, to further detail it ?
  22. I ofen use stencils with EXR textures with both positive and negatives values to sculpt displace, however in 4.503 the smart materials always clip negative values of EXR files. Could you fix that ?
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