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Costanel

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  1. Perhaps this is a stupid question: but is there an Freeze option for voxels? I thought is was there, but I can only find the hide tools. If it isn't available yet, I would think this would become available soon, I really mis this option! Thanks in advance.
  2. Any news on a drawing tool based on single images? Now all tools are focussed on tiling, it is quite hard to draw single shapes and size is easily(for e.g. windows, tatoo's, etc). Thanks in advance, keep up the good work.
  3. Merge tool looks cool. Is there a way to rotate the model in the heading, pitch and bank? Now almost all my models are upside down, or not correctly perpendicular to the surface, and remodelling shouldn't be necessary. If not available: would be nice to be implemented in a next release.
  4. http://www.filemail.com/ Works perfectly for big mails, no registering needed. Good luck! Oh Andrew, any news about a single picture tool? For painting single images without tiling? Thanks in advance.
  5. Lots of suggestions for improving 3dCoat, it keeps getting better and better. My 2 cents(especially useful for a current project I have): 1) A simple "place picture" tool. For instance for drawing windows on a low-poly house. When giving this option handles, you could easily place square images(without tiling) 2) An easier way to rotate images when using the "Cube Mapping" option. Perhaps a preview window which shows how much it has altered? 3) An option to create UV's automatically for all poly's which didn't have a UV yet. Thanks in advance.
  6. Do you have the newest video drivers? Only the newest support Cuda. Otherwise cleaning the drivers completely(with e.g. driversweeper) could fix the problem. Holes in the mesh keeps appearing with models here as well. Also sometimes bridges appear between voxel(like between legs), and these are quite annoying to repair.
  7. The new interface is much nicer, it all looks a lot sleeker! Haven't played with 3d-coat for a while, but I found the following problems: 1) when docking, it often docks much too large(like half of the screen, while 1/5th would be enough) 2) Rendering with background shows Symmetry plane & grid 3) How can I reset the FOV settings, etc? Not really clear and quite essential 4) Weird shadow rendering with Background enabled(shown before) Further Suggestions: 1) It needs an easy interface for manual textures with voxels, and a way to move these shaders to pixel painting(e.g. Tree Texture is ideal for trees) 2) Rightclick menu's on tab-headers could really help navigation, like Pin/unpin, close, hide, move, show other tabs, etc. The new interface is a lot better than the previous, but it needs some adjustments. Keep up the good work, 3d-coat is progressing by leaps and bounds!
  8. Some of my requests/questions: http://www.3d-coat.com/forum/index.php?showtopic=2463 Basically a more intuitive transpose tool(incl posing knees) and better selection tools(with e.g. smoothing options)
  9. It crashes here everytime I import a model that has poly's which have no UV's. Deleting/mapping these always fixes it for me. Haven't had the time to play more with it though...
  10. I've got an Wacom Intuos 3 since a couple of days, and truly am enjoying it. I agree navigation is not perfect, and it would be nice to map to panning to a button. Or to go to "Zbrush mode" or something. With the tablet came a Airbrush, and this doesn't have a middle mouse button... So panning can only be done by pressing alt+rightclick+Penpress, not really handy. Some points: 1) Mappable (e.g. "middle mouse button") functions, not only mouse wheel options. 2) Wacom Airbrush support, so the wheel can be used for controlling values like depth. 3) What would be really cool: tilt support. Especially for sculping, making indentations in various angles(would require a toggle though) 4) No-Keyboard(/ZBrush) mode
  11. Okay, I'll try this out when I've got time. Thanks for the info. Somehow no matter how I export it, when it's Low-Res the eyes always become very small. The normal mesh had already big eyes, and importing&exporting(so without sculpting) gave no problems. I think I'll resculpt the model, and see if that makes any difference. I've got the feeling the problems with the mesh and the failed retopo are mostly the blame for this problem.
  12. Thanks for the quick reply. I attached the screenshots once more, somehow they didn't attach to my post(and I'm certain I added them! :-)) With "wrong" polygons I mean polygons within a mesh for example. My model has a polygon within the wrists which shouldn't be there(hence the weird subdivision). But since I've already sculpted the whole, I don't want to delete these within Lightwave and resculpt... Now it's even more a mess because I've tried to retopoligize it. How do I bake the mesh onto the original low res mesh in 3d-Coat? Never read anything about this... I found out that when importing/exporting the main mesh, it exported normally, but somehow because of the sculpting, the LRes dimensions when exporting are way different. This explains the weird(small) eyes, etc. Haven't found a way to fix it though.
  13. Took some time, but now for a reply :-): In Lightwave, applying a Displacement Map is normally done with nodes. Attached are a couple of screenshots of the LW-process. One shows the LW-viewport, a render, and the 3d-Coat model. Especially the eyes are different(too small), but in as well the original model as the 3dCoat model these were fine. The 3d-Coat view has a few problems, but this is because a screwed up mesh(poly within mesh). The other shows the node setup, with an image-map(set to UV-map) multiply, substract and scale nodes. This is the normal ZBrush setup AFAIK. Playing with these settings didn't really give satisfying results. Some questions(I hope you or someone else can answer them): Does it make a (visible)difference between .tif and .tiff(or perhaps other formats?)? What use is the value(in this case 32.938) that 3d-Coat gives on exporting? What is the best way to export the model in Low-poly for usage of displacements? Can I remove to wrong polygons with the mesh in 3dCoat(or replace the model with the displacements/painting)? Would like to supply the model+displacement, but a .tiff is about 65 MB... As said before, because I want to be able to animate it, so exporting in MRes is not really an option. Would be really nice to export the .lwo with an .lws that has a displacement included, but I don't know how hard that is to realize... Edit: re-attached attachments, which somehow disappeared when posting...
  14. Sorry for the late reply, was very busy the last couple of days. I've tried it again, and somehow all these problems are now gone in 2.10.05(perhaps partly because of a system restart?) So it doesn't need any further testing, thanks for the reply. One thing remains though: is there any normal spline drawing preview planned? Now spline drawing is quite a hit or miss...
  15. Hey there, I've been struggling with displacement maps and Lightwave, everything works except for this. Although I've found tutorials with ZBrush and Lightwave, the results with 3d-coat are not as good somehow(look fat/scrambled/etc). The setup with Zbrush isn't very handy though, so I hope there is a better way. Obviously it depends on the format, the settings and the node setup in Lightwave, but I expect there is an easy, simple way to set it up. I've tried several nodal settings, and export options, but the results were not very good... Does anyone know what a decent setup is for 3d Coat when used with Lightwave, and perhaps create a little tutorial? 3d-coat outputs a number when exporting the displacement maps, can that number be used to get a 1:1 conversion to Lightwave? Exporting high-poly meshes is not really an option(I need to animate it)...
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