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Posts posted by phoenixart
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4 hours ago, cookepuss said:
I don't see Pilgway as having any obligation to discount the rentals for returning user.
Oh sure, I didn't it mean in that sense. I wouldn't expect any type of discount or sale, either. I was just considering what made me go with the 1-year rental, the final cost was quite a good deal.
We've all been used to Autodesk's bad reputation, but to be honest, I don't know at this point which one is the worst. It's good competition when you throw in Adobe and Maxon.
I have to use C4D and Redshift for work. The level of glitches I find it's a bold statement of what these companies really focus on nowadays: social media, which means, automated tools like AI, for wannabe influencers, or the latest trendy tutorials for NFT lovers. I once asked on a forum how come Redshift grew so buggy over time. It seemed that I was the only one complaining about those issues, but I do know that's not the case.
Anyway, thanks for the insights. I might go with the perpetual if work-wise makes sense.
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Thanks for the thorough explanation @cookepuss
I see, the permanent license is definitely the most cost-effective.
I think last year when I got the 1-year rental, there was also a discount which made me lean toward that decision as I wasn't sure yet whether I'd keep using 3D Coat or not.
The least appealing to me is the rent-to-own, I might as well buy the permanent right away at that point.But I guess at this point, I'm in no rush. Once my license expires, I can decide which new license to buy.
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Thanks, @Carlosan
So, I just need to wait, and then I'll see the option to upgrade in my account settings?
Any info on how much the upgrade would cost?
From my understanding, the 45 euro was only for those who bought the rent-to-own license.- 1
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In about 4 days, my 1-Year rent license expires.
What are the options that Pilgway offers for renewals?
I emailed Sales, but they haven't gotten back to me.
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It happened to me on more than one occasion.
Those smart materials are broken.
Your only choice would be to take note of which material is not working, and let the team know, or open the archive, and create the missing texture yourself by using one of the other textures with either this normalmapgenerator tool or this one online
To show the smart material content, you can simply open it with Bandizip (I would assume 7Zip would work as well), or just change the extension to .zip
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It was the HDRI map.
None seems to match the one in the video, but at least now I know what was causing that overly dark results.
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And I think other materials look strange too:
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Thanks @Oleg_Shapo
I'm using 2023.15 too
A couple of things: compared to the tutorial, it looks different in your case too:
But at least in your viewport is not as bad as in my case.
Perhaps the one in the tutorial was a tweaked version, although that would be confusing for the viewer.
Another thing. I tried refreshing the preview, and here's what happened:
The material looks completely off.
Would you mind sharing your material settings?
Here are mine:
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Has the Gold Rough material changed?
It's much darker on my end
In fact, it looks quite bad once applied
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Thanks, @Oleg_Shapo
I didn't know they were already on it, that's great to hear!
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Now that 2023 is out, any chance we could see some improvement for the paint room next?
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Thanks for checking @Oleg_Shapo
It has to do with the video driver.
I restarted 3D Coat, and the glitch goes on and off, sometimes it looks fine, other times the glitch shows up.
I wonder if there are some specific settings that might be worth to tweak in the Nvidia control panel. Maybe the VSync?
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Not sure if improvements are planned for the paint room, but I'd love to see some more flexibility.
For instance, having the chance to add adjustment layers, like in Marmoset or Substance Painter.
Right now, the workflow it's kinda limiting when it comes to tweak the smart materials. I always end up duplicating the smart material to tweak it based on my needs. But it's far from ideal. I end up with lots of new materials, and for the next session I will most likely add even more because I want to do some other adjustments, while keeping the previous material in case I need to go back.Also, not sure if it's the nature of the smart materials in 3D Coat, or the way it handles geometry, but a simple 3mb FBX imported to just do some painting, ended up being 1.5 GB in 3D Coat.
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On 3/8/2023 at 12:06 AM, leesuyeon said:
I been trying to make hardsurface in 3d coat but in 3 000 000 tri, cutting is verryyyyy slow ( every operation take 10~ 7 seconds to do )
even I just bought threadripper 5995WX pro for cpu and 4 of 3090ti (sli) and 256gb ram. harddisk is also enough, even my friend - lower spec than me even looks faster than me ( now I'm *****) also I formatted my computer month ago but still same????normally really slow like this?? cannot put up with this anymore. ...got so much client work but always too slow ., even now recentversion is same. could someone help me on this//?
For me, the problem was AMD. I had issue with other 3d software too. Also, the clock speed was another bottleneck. It seems your CPU is limited to 4.5 GHz max boost?
There are a couple of threads about issues related to it.
I think at some point, Andrew, or another dev chimed in, saying they use an AMD too with no performance issues, but I can't remember what was the CPU.I since switched to an i9-13900KF and the difference is significant, the experience now is much better.
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2 hours ago, Hastouki said:
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Has this not come up in other posts or discussions? I'm honestly quite surprised that this doesn't exist or that more people aren't discussing it. Did you see the last screenshots I posted?
I was, and still am, a bit confused about the absence of the normal map channel in the 3D Coat workflow.
Not sure if it's something simply being ignored, missing for whatever reason, or if there's a way to get a proper normal map which still eludes me.
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This time, app-link is failing to send the mesh intact.
Blender:
3D Coat:
If instead of using the App-link I export an FBX from Blender, then in 3D Coat it looks fine.
So, there's definitely something off with the App-link.Other discrepancies.
Since the FBX worked, I did some basic texturing.
Here's how it looks in 3D Coat:And here's how it looks in Blender, exported via the App-link:
I thought there was something wrong with the textures, but it's actually the geometry that comes with extra vertices.
Any thoughts?
Edit: ok, it was indeed a mesh problem. I cleaned up the mesh in Blender, and then it worked fine.
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39 minutes ago, 3dmaven said:
Where do you even get the applink now? Pilgway's website leads to dead-ends.
3D Coat takes care of the app-link automatically, it will install it for you.
The only thing you have to do, is set up the add-on in Blender, that is, add the correct path to the exchange folder.
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Thanks @Carlosan !
I'll try that.
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I had this bug in the previous versions, and it's still here.
I did this model in Blender:
I then sent it to 3D Coat via the App-link, and it looks fine:
But then, when I send it back to Blender, here's how it looks:
I tried several things: I triangulated the mesh before exporting, welded the vertices, cleaned up the overlapping vertices.
I also tried the triangulation, and weld when importing in 3D Coat. None of this worked.
Any thoughts?
[BUG] Imported Alpha as brushes create weird artifact
in New Releases, Bugs Reports & Development Discussion
Posted
Those marks are indeed in the original .TIF