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amcmahon

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  1. Been away from 3d coat and painter for some time now and wanted to refresh myself with them. I wanted to add some detail to an old mesh I made via normal map editing. Painter's editing ability is fairly weak compared to 3D Coat. So did the details here, exported the normal map, brought it back to Painter to finish the textures but the new normal map made everything glossy. I tried several export options as well as flipping the green channel, but nothing seems to be working. Hoping others have insight into what is happening here.
  2. Minor gripe in v4 but it does increase my time and effort to finish my task. Using the retopo tools and noticed the snap detection is much worse than before. Using Add/Split it will work great on the starting point, but when connecting the last point to fill the face, it has horrible detection and falls off the intended point half the time. In the previous version, you could circle the reticle around and it would continue to detect and snap to the final point. I can make a video of what I'm talking about if that helps Andrew. An easy repro is to make a quad in retopo and try to add a quad to it with Add/split. Increase brush size and circle your cursor over the final point. In version 3 it will stay locked. In version 4 it will unlock very easily. This has been a pretty big time killer believe it or not.
  3. Andrew, I don't seem to recall having this issue before but it's been awhile since I've tried it so I can't be 100%. When exporting an obj from Voxels and exporting a retopo mesh wrapped to that voxel mesh I get 2 very different sized meshes. Is there an option or workaround that I'm missing to export a voxel (high poly) mesh and a retopo mesh the same size? The purpose for this was to bake out additional maps in xNormal. I checked the scale in other apps such as ZBrush and 3dsmax and they are consistent in that they come out different sizes. The retopo mesh is a good 3x larger.
  4. +1,000,000. Outside of stability and performance I would like to see the auto-quadrangulate refined. With that and a good AO baker you'd have a near perfect production set of tools. Auto-Quadrangulate could be made 100x better than it currently is with existing features in retopo already and this would be a 1000x more useful than Ptex.
  5. I understand it's basic usage but it's full implementation is still meant for production which the above minus UV's is not good for. If all you want to use it for is personal still shots then it's great. But that's hardly what Disney designed it for and not very useful on the whole for production. I actually don't think it's currently working correctly as it makes no sense to convert a retopo mesh's UVs to Ptex format. A retopo mesh should contain the UV's it had so you can take your PTex sculpt and bake to it for displacement, normals, what have you. The advantage to sculpting with PTex is that you can tessellate areas arbitrarily for clean details. Eliminating UV's altogether would be ideal but until 3D painting apps get much better, it's not a suitable option.
  6. I haven't been keeping up to date with all of the new implementations but I was playing around with the Ptex and found I couldn't import a mesh with UVs and use that to bake to. Is there a way to do this? If not I think it would be a valuable option to have. Currently, regardless of the retopo mesh you bring in and it's UV's it converts it to a Ptex UV layout. My work around was to export the high poly mesh from the Ptex sculpt and bake the normals in xNormal.
  7. Hi Andrew, Not sure if anyone else has ever tried setting up a ShuttleXpress with 3D Coat but I'm finding that 3DC won't recognize input from the jog dials. Was wondering if anyone found a work around or Andrew, if you might have an idea as to why it won't work? http://retail.contourdesign.com/?/products/22 The 2 jog dials in the center are rendered useless in 3DC. I'm using this on my Modbook (Tablet PC) as an alternate to a keyboard. All of the functions work properly in other applications. So I'm curious as to why 3DC doesn't like it.
  8. Thanks 3dCoatWannabe. That's pretty cool. Like you said I'll have to find something on the PC like that.
  9. I just started using a Mac keyboard for my pc laptop. Is there a way to assign the right command key as ctrl in 3DC? I'm left handed and the keyboard doesn't have a ctrl button on the right hand side. I tried to find an option to customize this but couldn't find one. If there is an option can someone point me to it. If not, Andrew, can you add an option? Might not matter for me soon enough as I might switch it over to Mac but there might be others as well with this minor issue. Thanks.
  10. Hey Andrew, great work on another amazing update. I think I ran into a bug however with the latest update. I used to be able to increase resolution of a voxel mesh without having it decrease in size using either the quick button at the bottom of the layer section or the voxels tab up top. Every time I try it now it shrinks the object in half. Any one else encounter this? I'm testing it on an older mesh of mine so I'm going to run a test with newly created primitives and see if I get the same result. *Updated* Turns out only one of the layers in my Voxtree was having this problem. Not sure why but cloning it and deleting the old one fixed the issue. Andrew, if you'd like the file for debugging just let me know.
  11. Using DX. I'm sure CUDA would work great but I'm strictly comparing non-CUDA right now since I want to use one OS and not have to dual boot. CUDA isn't compatible with some of my other apps.
  12. Hey Andrew, there's a noticeable difference in performance using non-CUDA 32bit on XP and non-CUDA 64bit on Windows 7. I mean this in a bad way as it's obvious they are 2 different setups. I have 8 GBs of RAM and just upgraded to Win7 64bit. But I dual boot to XP. I tested the same file on both and found it more sluggish on Windows 7. Considering my specs that seems odd. Just wondering if you've looked into Windows 7 at all to see if there might be optimizations needed?
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