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Rygaard posted a topic in 3DCoatHey Everyone! I'm trying to use Falloff to try to control Alpha's MidValue. I know that falloff is not for that. The result is a surface inflated inward or inflated outwards. To apply detailing on a character is virtually impossible, because there is no way to control the alpha on the surface of a flattened way, ie only the detailing on the surface without inflating and deforming the the surface of the character. If you do not use Falloff, the alpha will look rectangular step inward or outward. From what I know, there is no control to solve this within 3D-Coat. It is very complicated for an artist to use alphas to detail a character without having control of how the alpha will deform the surface of the mesh. If the user does not have a control similar to MidValue, it will be very difficult for the artist to perform his quality work within 3D-Coat and this will cause the artist to try to do his work in another program. And more complicated is the artist who has no knowledge of trying to fix the alpha in an external program just because of MidValue. Sometimes alphas textures (displacements) bought on websites when they are used inside 3D-Coat have the same IMAGE effects as I did (above picture) because there is no function inside 3D-Coat that controls Midvalue. And to be very honest with you, I do not know how to fix the Alphas in an external program, even though I know that 127, 127, 127 (gray) is the point of no deformation. I know it's annoying to say that, but unfortunately if I do not figure out a way to detail my characters inside 3D-Coat, I'm going to have to use another program for that. This makes me completely sad because I would like to do all my work within 3D-Coat because 3D-Coat is my main program. At the moment, unfortunately, I do not like to say this, but I have to agree with many other artists that I listen to that they use the competing program to detail their characters because they have the means to do so. The image bellow I'm trying to show the importance of MidValue to fix possibles problems with the alphas: I made this video to demonstrate to all of you why the MidValue function is essential and important. In the video, I show the difference of this function between ZBrush and 3D-Coat. Please watch and if you want to speed up the video so you do not get bored, just be aware of Midvalue values. In Video, in this example , when midvalue has a value of 0 in ZB it has the same result as FallOff of 3D-Coat with a high value, which results in the out-inflated surface. I already researched and I've done thousands of tests with the alphas to try to solve the MidValue problem and I could not. It knocks me down. Please, if anyone knows how to control Alpha MidValue within 3D-Coat, share it with everyone. Or point out a way to fix these alphas in an external program. Thank you for your attention and sorry for anything. I already sent emails to Andrew talking about Alpha's MidValue and whether there would be a possibility for users to have a similar function to control alpha. Please, if you agree with what I have said and demonstrated, send @Andrew Shpagin an email (firstname.lastname@example.org) asking for something similar to the midvalue function. This is very important.
Rygaard posted a topic in 3DCoatHey everyone. What I would like to talk about is very IMPORTANT. I would like to share with you all 5 features (videos) that are very important and extremely essential in the sculpting process that unfortunately do not exist in 3D-Coat. In all honesty, these 5 features, with all my experience, are urgent features that could be present for artists who use 3D-Coat to sculpt and detail their work. I do not have words to describe how these 5 features would change our work within 3D-Coat. I discovered that these features already exist and work perfectly in Blender. And frankly, I am very sad to know that these key features do not exist in 3D-Coat and would certainly make all the difference in our work. I quit all my work, and for three days consecutives, after a lot of work and a lot of effort (because I do not speak English fluently), I finally managed to do the 5 videos after many failures trying. Note: I tried to leave the videos with short durations and very objective. I've done these videos demonstrating and explaining in the best possible way so that you can realize the importance of having these features urgently. These videos are sorted and numbered by what I consider to be priorities for the top 5 features that do not exist in 3D-Coat. Even after a lot of effort and work to make the videos, I know it will be worth it. I believe and I hope that @Andrew Shpagin will watch all 5 videos and realize how important it is to have these 5 important and essential features for 3D-Coat's Brushes and Alphas system for us artists. In fact, the order of priorities would be: 1.Plane Offset - 2.Sample Bias - 3.Curve FallOff - 4.Size - 5.Adjust ---> 1. Plane Offset ---> 2. Sample Bias ---> 3. Curve FallOff ---> 4. Size ---> 5. Adjust I've already emailed Andrew with these videos and I'm expecting some response. Please, if you like and agree, help me to help you too, please contact Andrew asking for the implementation of these features. Thank you very much for your attention.
ozukaru posted a topic in 3DCoatI post this here for visibility instead that the specific forum because I think is important... The default "Normal Map Software Preset" in Preferences is "Unreal Engine" And the default value for "Normal Calculation Method" is "Angle Weighted Normals" That produces this normal map (first image) for a simple box kind of panel. That seems to be ok in UE4 but some artifacts appears when a "build lights" is performed there (I made sure this is totally unrelated to the infamous secondary uv channel need of unreal light-maps) as you can see in the left panel in the third image. If I change the "Normal Calculation Method" to "3D-Coat Normals" then it works perfect! as you can see in the second image and in the third, in the right panel. So I suggest that you 3d-coat developer/staff change that setting ("Normal Map Calculation Method") to default "3D-Coat Normals" if/when the "Normal Map Software Preset" is set to "Unreal Engine" so people like me don't waste time trying to figure out things, please Thanks