Jump to content
3DCoat Forums

stusutcliffe

Advanced Member
  • Posts

    777
  • Joined

  • Last visited

Everything posted by stusutcliffe

  1. Oh good , I'm glad someone smarter than me cant get along with the Renderman thingy, I gave it a good go but didnt get any decent results. And thanks for pointing out the multiple UV thing, I wondered why some bits didnt have any colour on them. I dont really look under the hood to see how things work. For me things either work or they dont work, if they dont work, I move on. ( I do give things a good shot though and dont dismiss things straight away). Im quite happy using Marmoset now. Simple and cheap. I did flirt with Daz Studio Iray as a renderer ,which I found really impressive but a bit fiddly. If the techies at 3dcoat could just add bounced light/colours and refraction to the 3dcoat renderer I would be happy using that. ( techies...would that be a really hard thing to do? ) ( oh yeah and better control of the lights.....hee hee)
  2. Yes it has been mentioned previously...maybe it will get re inserted at some point.( Unless it has gone AWOL because of a bug.) Also while I am here does anyone use that yellow square in the gizmo much, fine if you do but i just find it just gets in my way . Could do with a hide option.
  3. Maybe hide the curvature layer and possibly the ambient acclusion layer and turn off show voxels .
  4. The specularity channel seems to default to 1 in marmoset,slide it back to 0, and your colours should appear.And make sure you are set to albedo or vertex depending on whether you have image maps or vertex paint.
  5. Thanks for the quick reply, its sort of good to know its probably not my computer being out of date again...yeah it prob just needs a bit of polishing..... we want all....and when do we want it.....now, hee hee.
  6. I just made a separate thread for this , when I meant to have posted it here...apologies.. Hi. Just trying sculpt layers. Perfect timing for a job Im doing at the moment. Its seems to work great for what I want but when I use the sliders for depth etc all the menus and tabs flicker on and off as I slide. They stop when I have finished so no deal breaker really and I know its a first beta . Just wondering why. Im probably one driver behind on my GPU gtx1050...win 7 I tried it last week, it did it then also. And last time it changed my default shader and turned off my grid. But my shader and grid seem ok this time.
  7. Hi, Just trying sculpt layers. Perfect timing for a job Im doing at the moment. Its seems to work great for what I want but when I use the sliders for depth etc all the menus and tabs flicker on and off as I slide. They stop when I have finished so no deal breaker really and I know its a first beta . Just wondering why. Im probably one driver behind on my GPU gtx1050...win 7 I tried it last week, it did it then also. And last time it changed my default shader and turned off my grid. But my shader and grid seem ok this time.
  8. I was just about to re scale an eyeball.......but the options have vanished in both beta 19 and 20, though it is there in 16......any ideas?
  9. Doh!... Its usually something like that isnt it! Im not sure Ive even noticed that setting...or used it for the last 7 years. Glad you are up and running again.
  10. 4.8.18 is the latest version, maybe have a try at that. I'm on .16 and it works ok.
  11. Yes its obvious when you see it.... I think I was using it as a Rorschach Test..........carry on......
  12. Haha ! Great I see now... I was looking for a whole cat with legs.
  13. Hee Hee ...Sorry, Im really trying but where da cat ?
  14. Hi, Have you tried clicking "reset space" in the tool options box. Or maybe "reset axis" that usually sorts it out for me.
  15. Nice model ! Yeah its swings and roundabouts with vertex paint v texture maps. Can you not squeeze your starship into Marmoset at your full resolution or is it just to many polys? Ive put a few large ones in but not as large as yours.
  16. Hi Krynoid, Without seeing you model.... 98 million polys is ridiculous! Try decimating you model, you could go down to 10 mill and it would probably look identical to what it is now, experiment with decimation amounts. When ever I run the curvature it never takes more than a minute or so....sometimes though I find it "sticks" when I know from experience it should have gone quickly. So what I found is to shut down the program... re load the scene and make the curvature the first operation you do, that seems to work. I think 3dcoat slowly gets "clogged" the longer you use it. ( I know absolutely zero about computer programming) It just "feels" stuck sometimes. I often just paint on the vertex . It can be far easier if its just for a still or maybe you are going to 3dprint it. You just have to juggle the poly quantity to the framing of your still by thinking ahead a little....a bit like playing chess!
  17. Auto Instant Meshes seems to work great, but in manual mode the interface box is blank, though it seems to do all the calculations but nothing appears.The same if I import an obj directly from the interface.
  18. Here is a crazy image of retopo via decimation....wow what a mess eh.. Then rendered in Daz Studio with Iray...like I said great for stills not so good for animation.
  19. Sometimes you can erase the normal map in places to make them less noticeable. Is this for a still image? For a lot of my stills I have been using "retopo via decimation" ( I think its called) that way you get a really snug fitting retopo. And therefor cleaner bakes . But obviously no good if you are making game characters that have to bend. And the edge loops and unwrapping is really messy...but hey its super quick and you dont see any of that in the render.
  20. I think you could do it the way you say , but dont ask me how.... Ive done it that way in the past...I think ..who knows.... Are you aware of this setting in the picture , its helped me, but beware when you name stuff , I think you need to remove any spaces in your naming and replicate the name of your retopo objects and vox tree objects exactly. Or maybe this is for separate UV maps..
  21. Thanks Carlosan, didnt really want to mess with my drivers as my computer is working just fine and I'm in the middle of a job, didnt want to tempt fate just yet. And it does not seem to have helped lesaint. I will keep it in mind for when Ive finished this job in a few weeks. Its not critical, just annoying.
  22. Anyone know how to fix this...Beta 10. all the metal shaders are similar also.
  23. Ive not seen this for a while on mine, but when it did occur, it always happened when the model was intersecting ground zero co ordinates. Sometimes I could move the model up above zero re save, and it recovered, but it was a bit hit and miss.
×
×
  • Create New...