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Aethyr

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Everything posted by Aethyr

  1. This is a huge problem for me as well. I have a 90gb SSD for C and hundreds of gigs free on another drive. Yet I cannot find a way to tell 3DC to use a different location.
  2. This is awesome. My company is looking in to 3D printing miniatures of our game models for kickstarter early doners. Any tips for a 3D Coat user? I am assuming normal maps are meaningless so I'd need to just autopologize my vox sculpt?
  3. I'm not sure exactly what problem you are having when you say flipper boy. Do you mean that you are getting details from one toe on another toe in your bakes?
  4. I wish any object created with curves would retain the base curve as a bone beneath the skin with the same weighting applied as what created the object to begin with. Possibly a weight painting option for each node. If it retained the surface detail while posing the curve it would be light years ahead of zbrushes zspheres. Editing a zsphere setup totally resets your surface to it's basic starting point. So it's really not a posing tool.
  5. Jax are you setting your cage up properly? When you go to bake it will ask you how far out and how far in you want to have the rays go to check for detail. Closest along normal is good for somethings but often times you need to manually add zones for models with lots of different depths in and out along the surface. It took a little getting used to but once I got the hang of it I am able to get some really nice bakes out every time. The setup is pretty easy just click add zone, set the min/max for that zone and the radius you want your zone to be.
  6. Sometimes it helps sometimes it hurts lol.. I've had it crash the program a few times.
  7. Thanks for the replies. A lot to think about. I use the Cuda versions because I need all the power I can get out of it and it's a noticeable performance increase over the basic version. It's a shame to hear they are buggy by comparison though. I'm trying out various suggestions and hoping to get a mesh I can work with that doesn't explode. If all goes well I'll let you know. Regarding decimation. I've enabled and disabled it multiple times through out this process that is why I mentioned it. It was in surface mode when the problem occurred.
  8. I'm curious.. if you duplicate the mesh after it's been screwed up did this fix the mesh or you mean duplicate before doing an unhide command? Just wanted to clarify to try to at least prevent this from happening again to me before an official fix is released.
  9. And for the record the first time it happened I had no idea what caused it. This time I am sure. Both times it had to do with unhide all command. Using: Win8 64bit Asus - G75VX GTX 670MX 22GB RAM SSD HD Open GL Version of 3d Coat.
  10. This is the second time since installing 4.0.06a (cuda) 64bit that I've encountered this serious bug with the program. I will do my best to explain what happened. Firstly, I have gone through the normal process of creating a voxel from curves, sculpted, adjusted, converted to surface mode with 8x decimation and then started getting in to the fine details. I was getting annoyed at the camera "grabbing" on to a close set of faces (an arm/hand) when I was working on the chest. So I decided to simply hide the arms so they wouldn't get in my way. I proceeded to use LC Buildup to add some scaly details to the surface of the model. When I was finished with the head and body and ready to move on to the arms I hit unhide all. At which time half of the face just.. for lack of a better term.. exploded. Chunks of the model reverted back to a prior state and others totally vanished. I attempted to convert to voxels, hit unhide all again.. everything I could think of to no avail. This was a very VERY painful bug as I had been saving over my last save rather than doing it in increments. Luckily I have an incremental save from many hours ago to fall back on.. but it has still cost me an entire days worth of work. Please find the image below as a reference of what the effect of this bug looked like. I've already expended my knowledge of explicative language because of this so I can only hope the problem is solved in a coming up date so that this never happens again.
  11. I've been spending more and more time in surface mode. I still find myself going back to voxels for a lot of special things but I see the advantages of them. Funny story.. I figured out what was killing my machine.. it wasn't the number of voxpolys it was the fancy smancy shader I stuck on there at a early stage and never thought to change it again. lol.. put it on a simple shader and wallah was like 50x faster than it was before.. DOH! Should make a special note to newbies.. ::WARNING SHADERS MAY ADVERSELY EFFECT YOUR PERFORMANCE EXPONENTIALLY COMPARED TO VOXPOLYS ALONE!:: lol I'm not even a newbie.. I should have known better.. I've owned 3D Coat since it was in early beta testing before v2 when you could still buy it for under 80$ :P I think I got the first version for like just around 50$ or something I don't recall anymore.. I'd still like a single button press to allow me to split a model in half along a chosen axis and decide what to do with it from there. It could be an option under cut even. Check a box for cut entire layer or through all layers along an axis, also an option under instance, etc or just make it it's own tool or menu item. There are lots of reasons to do this as a game designer. Each model loaded by a game engine has a unique set of draw calls. To save on resources and get extra quality in a lower sized texture we will split simple objects in half like a space ship which is symmetrical and just mirror the object. I do this a lot through retopo but would be nice to do it in the voxel room when a scene gets to heavy also.
  12. Hmm I'll try this and see if I have any better luck. Trying to find the exact center is problematic to say the least lol.
  13. I am in fact working on a character. The goal was to eliminate half of the voxel object so I can increase the total voxel count per side to get greater detail and just use an instance of the voxel for the other half. I've been hitting a memory issue when I go above 50m voxpolies. My machine grinds to a halt. Also the grid concept suffers the same problem as just using a box and "CutOff" since the grid moves with the view not with the object so I can zoom all the way in to the highest resolution to find the center, but as I zoom out that grid line moves all over the place. Essentially defeating the purpose of it in the first place. Eyeballing the center of an object when it fits to the entire screen is like trying to hit an ant from 20m with a grain of sand. It would be a fantastic feature to be added to the symmetry toolset to do a "find center across axis and perform cut and clone/instance/etc". This is especially true of when an object is not perfectly symmetrical (rare but happens sometimes). to make it become symmetrical.
  14. I've been trying to improve my workflow the more I use the program and learn. The ability to use instanced voxels for left/right symmetry to save memory seems to be ideal. However, no matter how hard I try to get a perfect cut using the "CutOff" tool or Cut&Clone or even split I always manage to miss the exact center of the object. Is there some trick I am unaware of that allows me to just easily say "Find the center of the object along "X" and remove the left half, then apply a new X symmetry instance? Any help/tips on this would be great because this is one of those things that is driving me nuts at present.
  15. My pleasure. This community rocks. So many helpful knowledgeable people for such a great program.
  16. Greetings all, I've put together an extension for 3D Coat's Community of Voxel Sculptors to use in their projects as my way of giving back to such a wonderful and helpful group of people. I found myself constantly needing to export simple 3D Geometries so found it to be best to make a compiled list of many things I used regularly to carve in to a sculpt. Pack Details: A collection of hundreds of Negative Volume primitives for use in voxel sculpting. Types include: Chamfer Boxes, Chamfer Cylinders, Cones, Cylinders, Geo-spheres, Icosa Hedras, Octa Hedras, Spheres, Stars, Tetra Hedras, Torus, Torus Knots & Tubes. Most come with various slice options such as 90, 180 & 270 segments. Allowing for easy carving in to Voxel sculpts. Link: Download from "Others" category >>Here<< Terms of Use: Enjoy and post some screenshots if you like in the this thread when you can! Preview: Menu Previews: Chamfer Boxes Chamfer Cylinders Cones Cylinders Geospheres Icosa Hedras Octa Hedras Spheres Stars Tetra Hedras Torus Torus Knots Tubes Special thanks to Digman & Carlosan for their help getting this finished!
  17. Great presets thanks! These do go well with v4 and btw Kudos to those working on v4 what a dream come true! Been a loyal users since the olden days and this has come a long way. Must have for any digital artist.
  18. My question is how do you get the alpha channel to only effect the selected or used material/uv id. I have multiple UV sets and import the masking image into the correct UV set but when I link it to the base mesh it causes the entire mesh to become transparent as a result. Edit: solution is to import all of your textures over to a different layer.
  19. Aethyr, BeatKitano has just posted a reply to a topic that you have subscribed to titled "Stroke over Cavity/Hole - Advanced Off Axis Controls - Advanced Interpolate Options". ---------------------------------------------------------------------- Do you mind reposting this in the brush improvement (http://3d-coat.com/f...opic=9792&st=60) thread ? Useful comment. ---------------------------------------------------------------------- The Original topic can be found here: http://3d-coat.com/f...view=getnewpost --------------------------------------------------------------------------------------------------------------- Stroke over Cavity/Hole - Advanced Off Axis Controls - Advanced Interpolate Options This would provide an option to tell 3dcoat in it's various modes that I don't want the brush/vertex to "Jump" from a near surface to a far surface and would save me from breaking my undo button if implemented. An example is a hair voxel sculpted object (see attached movie) where the hair is volumetric. I draw hair follicles with the muscle tool. When painting on the outside front and then passing over a "cavity/hole" it will draw a line from the front to the inside back. I've messed around with the paint on a plane option and it simply does not offer enough "tolerance along the off axis" to allow my stroke to still move in and out and behave as it should. Let's say for example I want to allow the stroke to move inward/outward when it hits the slope or a cavity/gap but only by a small margin or strictly adhere to the existing nearby surfaces sloping. This would greatly enhance the control over the off-axis (3rd axis not available with a 2D input device). This could be achieved as an advanced interpolate option by using an sampled average of the nearby vertices/voxels surface causing the brush to maintain an average location along the surface. Here's how I think it could work: Beside the Interpolate settings put a small icon button that opens a rollout. (This rollout will allow you to customize the options for this feature.) The possible options on this rollout include: Auto-Averaging (Samples nearby vertices/voxels inside the AoS for "off axis" values. [Checkbox which enables the AoS options and disables Custom Tolerance options.]) AoS "Area of Sampling" (This would be a sphere, not a circle, in terms of what is sampled. The sampler when in automatic mode would test nearby vertices/voxels within the AoS and adjusts the "off axis", to match the average of the sampled nearby surfaces. This would allow for the off axis of the stroke to match the curvature of the nearby hair follicles but ignore the far side since it would not be inside of the sphere sampler area. [Brush Radius Sphere Preview in work area at last strokes location and slider with numeric input on menu the same as a normal 2D brush but an independent value from the actual brush allowing for a larger sample area than size of the brush.]) Fall-Off Slope (A setting to allow the AoS to have custom fall off values for controlling whether samples from the center or from the outer edge have a greater impact in determining the final slope of the brush stroke. [A bezier curve with numeric input much like Photoshop or standard fall off curve.]) Offset (A setting to allow a positive or negative value to determine how far in or out the stroke should be from the absolute center/middle of the averaged surfaces. This would allow to paint on, outside or inside more when sampling a thicker or thinner object such as in my hair example below. I may want the follicle to follow the closest surface and sit on top of it or below it rather than at the absolute center of the nearby surfaces.) [-100%/+100% slider with numeric input.]) X-Squash/Y-Squash/Z-Squash (Changes the size and essentially the shape of the AoS to sample across a wider area, deeper area or taller area. [Sphere icon with arrows pointing along each axis with 3 input fields with a range of 0-100%.]) [*]Custom Tolerance (Value from 0-100% where 0 means no movement along the "off axis" much like how Draw over a plane works currently and 100 means no limit to the movement along the "off axis" or the way it behaves currently by default as shown in the video. [Slider with numeric input on menu.]) [*]Sensitivity (Sampling rate adjustment for a performance/quality enhancing option. [Slider from Course to Fine using what ever values are deemed appropriate.]) [*]Smoothing (Smoothes the sampled values to provide a cleaner curve to the stroke this would be your basic interpolate value if you wanted to group it within the menu [Current Interpolate Option.]) The other feature would be to ignore backfaces in retopo mode when using the "add/split" tool. For example often I will be clicking out a face and have it actually put the vertex along the wrong side of the voxel surface when doing double sided objects that already have one side of faces and the other side only the voxel work area. Essentially the same feature as above but customized just for vertex mode of retopology tab to keep the sampler from going crazy with what part of the surface it decides to sample. There should be a video above this line. It has vanished twice from this thread I don't know why. If it is not here please refer to the above linked thread for the video example.
  20. This would provide an option to tell 3dcoat in it's various modes that I don't want the brush/vertex to "Jump" from a near surface to a far surface and would save me from breaking my undo button if implemented. An example is a hair voxel sculpted object (see attached movie) where the hair is volumetric. I draw hair follicles with the muscle tool. When painting on the outside front and then passing over a "cavity/hole" it will draw a line from the front to the inside back. I've messed around with the paint on a plane option and it simply does not offer enough "tolerance along the off axis" to allow my stroke to still move in and out and behave as it should. Let's say for example I want to allow the stroke to move inward/outward when it hits the slope or a cavity/gap but only by a small margin or strictly adhere to the existing nearby surfaces sloping. This would greatly enhance the control over the off-axis (3rd axis not available with a 2D input device). This could be achieved as an advanced interpolate option by using an sampled average of the nearby vertices/voxels surface causing the brush to maintain an average location along the surface. Here's how I think it could work: Beside the Interpolate settings put a small icon button that opens a rollout. (This rollout will allow you to customize the options for this feature.) The possible options on this rollout include: Auto-Averaging (Samples nearby vertices/voxels inside the AoS for "off axis" values. [Checkbox which enables the AoS options and disables Custom Tolerance options.]) AoS "Area of Sampling" (This would be a sphere, not a circle, in terms of what is sampled. The sampler when in automatic mode would test nearby vertices/voxels within the AoS and adjusts the "off axis", to match the average of the sampled nearby surfaces. This would allow for the off axis of the stroke to match the curvature of the nearby hair follicles but ignore the far side since it would not be inside of the sphere sampler area. [Brush Radius Sphere Preview in work area at last strokes location and slider with numeric input on menu the same as a normal 2D brush but an independent value from the actual brush allowing for a larger sample area than size of the brush.]) Fall-Off Slope (A setting to allow the AoS to have custom fall off values for controlling whether samples from the center or from the outer edge have a greater impact in determining the final slope of the brush stroke. [A bezier curve with numeric input much like Photoshop or standard fall off curve.]) Offset (A setting to allow a positive or negative value to determine how far in or out the stroke should be from the absolute center/middle of the averaged surfaces. This would allow to paint on, outside or inside more when sampling a thicker or thinner object such as in my hair example below. I may want the follicle to follow the closest surface and sit on top of it or below it rather than at the absolute center of the nearby surfaces.) [ -100%/+100% slider with numeric input.]) X-Squash/Y-Squash/Z-Squash (Changes the size and essentially the shape of the AoS to sample across a wider area, deeper area or taller area. [Sphere icon with arrows pointing along each axis with 3 input fields with a range of 0-100%.]) [*]Custom Tolerance (Value from 0-100% where 0 means no movement along the "off axis" much like how Draw over a plane works currently and 100 means no limit to the movement along the "off axis" or the way it behaves currently by default as shown in the video. [Slider with numeric input on menu.]) [*]Smoothing (Smoothes the sampled values to provide a cleaner curve to the stroke this would be your basic interpolate value if you wanted to group it within the menu [Current Interpolate Option.]) The other feature would be to ignore backfaces in retopo mode when using the "add/split" tool. For example often I will be clicking out a face and have it actually put the vertex along the wrong side of the voxel surface when doing double sided objects that already have one side of faces and the other side only the voxel work area. Essentially the same feature as above but customized just for vertex mode of retopology tab to keep the sampler from going crazy with what part of the surface it decides to sample.
  21. Nevermind I found it mirror snapping.. I don't know why I didn't think to test it again I kept looking in other locations..
  22. I would like to request a feature "Isolate NGons/Tri/Quad/By # of Sides to topology tools. It's great that it let's me know when I have an NGon somewhere on my mesh.. would be even better if I could push 1 button and have all NGons highlighted so I could easily locate and fix them! Thanks
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