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ghib

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Everything posted by ghib

  1. There is still no decent way to make tiling textures based on geometry; not in the same way that this could work so beautifully in 3DCoat. Sorry if this is getting a bit like groundhog day round here but I'm going to bump this one last time and give up on this idea for good. Andrew, any word on this would be fantastic. Yay or Nay. thanks.
  2. I am not a newbie and this gets me everytime. Even now in the year 2015 there is no easy way to clear ALL blue preview dots from your scene? Seriously?? 3dCoat does some things so well and yet falls down flat on some simple stuff. Comeon Andrew this has bugged the artists in our studio for YEARS.
  3. Time for the yearly bumpety bump. C'mon Andrew we know you're dying to implement this
  4. I tried the test scene that Andrew created just the other day and it works but I had a few issues with it. When I requested this 'sandbox tiler' it was to be able to utilise all the great plus points to using voxels to create high res geometry for tiling textures AND to streamline the existing workflows. The problem I had with this scene was that you had to 'drop' objects and merge it with the existing plane. This is the same as dropping a ztool to the canvas in Zbrush, essentially locking it in place. The same thing happens here in 3DCoat. This doesn't make for a very fluid workflow when initially building a model set; as during that early stage you want to be able to move things around in relation to each other. Ideally the 8 instanced tiles would be created automatically, behind the scenes, and every object (initially) we place in the sandbox could be on it's own voxel layer/subtool. Enabling us to move it around after 'dropping it'.
  5. Hey guys, weird to see this resurrected. Thanks for supporting this idea and thanks carlosa for adding it to Mantis, something I probably should've done ages ago. genic; you have no idea how often I've need this tool. It would've made my job so much easier and possibly more fun. photonvfx: Yeah non-uniform sandbox sizes and corresponding Plane & Mapping would be essential I think. I've all but given up on it ever getting implemented to be honest as it's now 3 years, 6 months and 14 days since I came up with the idea and unbelievably there still isn't a great option for this type of normal map creation. So frustrating. The closest thing really is using the Mudbox tiling plane which, if you've ever used it, really isn't that intuitive or versatile. boom boom I'm afraid this one might be...
  6. I'm getting a problem with the latest version of 3DC(DX64). Sorry I don't know if this is known about or whether there's a fix already but I don't have time to go through this very long thread. If I lock my machine and come back to it later with 3DC running the app window will appear Black and won't come back regardless of how long I leave it. I'll try and submit a Mantis bug report when I get time. I have an AMD Radeon HD 7800 Series Card btw. Anyone else getting this?
  7. Sorry my Mantis account may be disabled or blocked for some reason, good luck with this one I whole heartedly +1 thumbs up this one.
  8. Mari is really not suited to games. For me, personally, it's biggest downside is projection only painting which just isn't very acceptable when you're not using gazillions of textures at high resolution. It's just a bit overkill.
  9. I have to agree with b33nine, you mentioned that you'd primarily use it for painting and you can literally pick up the Paint side of 3DC in a few mins. Just import an obj for Per Pixel Painting choose the Brush icon select a layer start painting away (make sure you set your channels the way you want Depth,Color,Spec). I don't see that as being a convoluted workflow at all. You're painting directly to pixels so you can just export your finished image. Sorry I just don't see the issue.
  10. 3DCoat... Steep Learning Curve??? This silly little app is so easy to pick up, If all you're looking at is the Paint room. 3DCoat is probably one of the easiest apps to pick up. Everything has useful help popups if you hover over them so just diving in you can learn it pretty quick. A brief look at the docs will get you up to speed if you get stuck. Don't give up on it. Your alternatives? Photoshop - You can bring in 3d objects to the latest photoshop if you have it. BodyPaint - Too expensive Mari - Too expensive Blacksmith3d? Bang for buck 3DC is your best bet, I'd persevere.
  11. I didn't know that 3DC had the ability to export Vector Displacement Maps. It's my understanding that to extract VD the high res and low res meshes need to be connected in a subdivision hierarchy..at least that's how it works in Mudbox.. So how do you achieve that with a Voxel model. It's natural that you retopologize the Voxel mesh and bake your maps, but that won't work for VDM. Maybe there's some info in the docs, maybe you need to send it to the 3DC Sculpt room before you extract VDM.
  12. That's not strictly true. The base layer CAN be painted on but if you erase on that layer and there's nothing above it then it will become transparent.
  13. checklist Have you accidentally frozen the mesh? Do you have any dependencies set? e.g. More in cavity. Is your Opacity of the brush set really low? Have you locked your layer's transparency? (apparently you can still fill a layer even if the transparency is locked) Which brush tool do you have activated? Do you have Colour selected as your channel to paint? I can't think of anything else right now.
  14. It looks like Mudbox has beaten 3DCoat to the Sandbox Tiling Engine idea. 2 years later Goto 10:30 Shame really, but I still reckon that 3DC voxels and some kindof Tiling Engine would do a much better job. Especially if it could tile multiple subtools easily. Tiling sculpted geometry has been my dream for the last 2 years. In the meantime I've helped ship 2 games but my life would have been made so much easier if there had been a better method for creating decent tiling normal maps. I hate sounding like a stuck record but I see 3DC as being the only tool that could do this really well given it's brilliant boolean nature of Voxels.
  15. You should report a bug about this seriously though, I brought this up ages ago but I think it was missed.
  16. ozukaru, sorry for this stupidly vague thread. I was actually referring to the Brush Opacity. You can increase it with the slider to 200%. I doesn't really make much sense to me. You can only go to 100% with Depth, Smoothing, Specularity, Falloff.. I wonder if Andrew could enlighten us.
  17. Thanks mate. I emailed Andrew a while back but he's a busy guy now so I don't want to bug him. RE: Mantis. I can see a 'Report Issue' button which seems to be for bugs only. Is there a submit feature request button hidden somewhere too? Cheers
  18. Nick thanks for setting this up. I may pop in from time to time but only at home (irc kills productivity at work - a bit like forums hmm.. )
  19. Would it be using Mantis, on this forum, email directly to Andrew, or elsewhere? (message in a bottle?) I have (like many here I'm sure) taken a lot of time to make bug reports and feature requests. Some of which have made it in and others seem to have been lost to the ether never to return. So I was wondering if Mantis was the best place to track Feature Requests. I had a look and it only seems to handle bug reports but I may have missed something. I'm a bit reluctant to continue making lengthy posts with ideas and illustrations to help show what is intended; for it merely to be put into 'the vault' to gather dust until the end of time This is just a curious email; nothing inflammatory intended. Cheers
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