Contributor ajz3d Posted February 18, 2015 Contributor Report Share Posted February 18, 2015 Carlos, the font colour that you use completely blends with the background of the forum's mobile theme. Quote Link to comment Share on other sites More sharing options...
Contributor TimmyZDesign Posted February 18, 2015 Contributor Report Share Posted February 18, 2015 Carlos, the font colour that you use completely blends with the background of the forum's mobile theme.Yes it can't be seen on Tapatalk either. Quote Link to comment Share on other sites More sharing options...
Javis Posted February 19, 2015 Report Share Posted February 19, 2015 Fixed the color, hope you don't mind Carlos. [emoji1] 1 Quote Link to comment Share on other sites More sharing options...
Carlosan Posted March 1, 2015 Report Share Posted March 1, 2015 Andrew Shpagin @AndrewShpagin · 22h 22 hours ago Finished updating render room, now it renders lights derived from panorama correctly. Quote Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted March 2, 2015 Contributor Report Share Posted March 2, 2015 (edited) Andrew Shpagin @AndrewShpagin · 22h 22 hours ago Finished updating render room, now it renders lights derived from panorama correctly. It is already possible to render out lighting almost identical to what is displayed in the viewport. Sort of. Although it requires a little bit of tweaking and it doesn't allow for using additional lights. The workaround I'm using: Set primary light intensity to 100. Set ambient light to 0. Lightness to 500*. AO percentage to 25*. Delete all custom lights. Black out the remaining light by setting its colour to (0,0,0) and intensity to 0. * - The relation of AO percentage and lightness seems to be an exponential function. I only looked up some samples that work good. Few pairs that return almost identical results on the rendered images: lightness ao_percentage 1355 10 500 25 262 50 174 75 130 100 I mostly use pair 262/50. The pairs return subtly brighter lighting than the viewport as I like it this way, but you can always darken it to almost perfectly match the viewport by slightly lowering the lightness parameter of each pair. But this all is tedious, so I'm glad it won't be needed any more. Edited March 2, 2015 by ajz3d 1 Quote Link to comment Share on other sites More sharing options...
Carlosan Posted March 3, 2015 Report Share Posted March 3, 2015 Andrew Shpagin @AndrewShpagin · Screenshot from updated render room (modeled by Davyd Cryunreal) Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted March 3, 2015 Report Share Posted March 3, 2015 It looks the same to me, what part is different? Edit: Oh the lighting? I thought it was a UI change. Quote Link to comment Share on other sites More sharing options...
Taros Posted March 3, 2015 Author Report Share Posted March 3, 2015 It looks the same to me, what part is different? Edit: Oh the lighting? I thought it was a UI change. Yes. Image based lighting works now. 1 Quote Link to comment Share on other sites More sharing options...
Carlosan Posted March 4, 2015 Report Share Posted March 4, 2015 turnable in GlobalGallery - http://globalgallery.ru/Project/View/ec409536-e6c1-e411-9770-00155da6de9d Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted March 4, 2015 Reputable Contributor Report Share Posted March 4, 2015 Andrew Shpagin @AndrewShpagin · Screenshot from updated render room (modeled by Davyd Cryunreal) NewRender.jpg Sure would be sweet to have SSS shaders/rendering to go with that. 5 Quote Link to comment Share on other sites More sharing options...
Advanced Member bisenberger Posted March 5, 2015 Advanced Member Report Share Posted March 5, 2015 Looks like I won't be using Toolbag much after this. The GlobalGallery looks pretty cool too! Quote Link to comment Share on other sites More sharing options...
Carlosan Posted March 22, 2015 Report Share Posted March 22, 2015 Fixed longstanding and very complex problem - more visible seams between separate UV sets. Now there is no difference where seam is - on same or between separate UV sets. It took week to remake this. 1 Quote Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted March 22, 2015 Contributor Report Share Posted March 22, 2015 Excellent news about the seams! Thank you Andrew. Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted March 22, 2015 Reputable Contributor Report Share Posted March 22, 2015 (edited) Alright!! and Jamie will love this if it fixes his seam problems as it has been a long standing problem for him across multiple UV sets or UV tiles imported as uv sets on the same model. Edited March 22, 2015 by digman Quote Link to comment Share on other sites More sharing options...
PolyHertz Posted March 22, 2015 Report Share Posted March 22, 2015 Fixed longstanding and very complex problem - more visible seams between separate UV sets. Now there is no difference where seam is - on same or between separate UV sets. It took week to remake this. So, does that mean this issue has been fixed then? : http://3d-coat.com/mantis/view.php?id=1771 Quote Link to comment Share on other sites More sharing options...
Advanced Member jamie Posted March 23, 2015 Advanced Member Report Share Posted March 23, 2015 Looks like it! This is so awesome. The only way we can get film-resolution characters is with dozens of 4k maps, and having visible seams was really making life difficult. Quote Link to comment Share on other sites More sharing options...
Carlosan Posted April 3, 2015 Report Share Posted April 3, 2015 Andrew Shpagin @AndrewShpagin Occlusion for ppp/mv speeded up 7-10 times. It takes normalmap into account as well. 1 Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted April 3, 2015 Report Share Posted April 3, 2015 More speed is always good news! Quote Link to comment Share on other sites More sharing options...
Carlosan Posted June 3, 2015 Report Share Posted June 3, 2015 Andrew Shpagin PBR demonstration of the robot on Sketchfab - https://sketchfab.com/models/91eb0eb061024bf1bc5e3eb5ffe385d8 Robot Steampunk 3D-Coat 4.5 PBR by 3D-Coat on Sketchfab Quote Link to comment Share on other sites More sharing options...
Carlosan Posted June 18, 2015 Report Share Posted June 18, 2015 Andrew Shpagin @AndrewShpagin Autoretopo routine got upgrade! Much better quality and stability! Just result of non-sleepy evening ideas + 2 days of work. 6 Quote Link to comment Share on other sites More sharing options...
Member piacenti Posted June 18, 2015 Member Report Share Posted June 18, 2015 (edited) Andrew Shpagin @AndrewShpagin Autoretopo routine got upgrade! Much better quality and stability! Just result of non-sleepy evening ideas + 2 days of work. His vacation didn't take very long did it? Amazing news. Edited June 18, 2015 by piacenti 1 Quote Link to comment Share on other sites More sharing options...
Contributor artman Posted June 20, 2015 Contributor Report Share Posted June 20, 2015 Andrew Shpagin @AndrewShpagin Autoretopo routine got upgrade! Much better quality and stability! Just result of non-sleepy evening ideas + 2 days of work. I think this is the most excited I've been to test a new build in a long time .....just hope it works better on thinner and more complex objects....can't wait to try. Quote Link to comment Share on other sites More sharing options...
Javis Posted June 20, 2015 Report Share Posted June 20, 2015 I hope so too, but I wont hold my breath! Quote Link to comment Share on other sites More sharing options...
Taros Posted June 21, 2015 Author Report Share Posted June 21, 2015 I have supported Andrew with an industry model that is just impossible to be autopologized in the current version of 3D-Coat (4.5.03). His new routine did it just by a click! No guides used, just the default settings! And the result has a very good topoflow. Not perfect yet but not comparable with the first routine too. I guess 99% of the existing models will work very well with the new routine. I can't show the test results here, because of NDA. But the new routine will be a real milestone for 3D-Coat users I promise. Stay tuned... Best wishes Chris 4 Quote Link to comment Share on other sites More sharing options...
Contributor artman Posted June 21, 2015 Contributor Report Share Posted June 21, 2015 I have supported Andrew with an industry model that is just impossible to be autopologized in the current version of 3D-Coat (4.5.03). His new routine did it just by a click! No guides used, just the default settings! And the result has a very good topoflow. Not perfect yet but not comparable with the first routine too. I guess 99% of the existing models will work very well with the new routine. I can't show the test results here, because of NDA. But the new routine will be a real milestone for 3D-Coat users I promise. Stay tuned... Best wishes Chris how does it compare with zremesher? 1 Quote Link to comment Share on other sites More sharing options...
Taros Posted June 21, 2015 Author Report Share Posted June 21, 2015 how does it compare with zremesher?zRemesher is currently the best solution for auto retopologizing I know. But 3D-Coats upcoming autopo update comes closer.So to answer your question clear: zRemesher performs better quality. Quote Link to comment Share on other sites More sharing options...
Psmith Posted June 21, 2015 Report Share Posted June 21, 2015 AUTOPO is really the missing link and the prime feature which will raise 3D-Coat above the rest of the competition. I do remember the Siggraph where Andrew introduced this feature - and though we had the tiniest of booths at the show - the crowds were overflowing and blocking the other booths - just to see the video of AUTOPO at work. At that time - it was revolutionary - and the crowds of professionals interested really confirmed that this was the target to aim at. A truly useful version of AUTOPO - the one that can resurface any object with accurate and economical topology will give every studio and every Indie a very good reason to climb onboard. When you couple this one feature with the other powerful and streamlined features of 3D-Coat, most recently the PBR workflow - 3D-Coat is a winner all around. Greg Smith 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member Denis Posted June 21, 2015 Advanced Member Report Share Posted June 21, 2015 AUTOPO is really the missing link and the prime feature which will raise 3D-Coat above the rest of the competition. I do remember the Siggraph where Andrew introduced this feature - and though we had the tiniest of booths at the show - the crowds were overflowing and blocking the other booths - just to see the video of AUTOPO at work. At that time - it was revolutionary - and the crowds of professionals interested really confirmed that this was the target to aim at. A truly useful version of AUTOPO - the one that can resurface any object with accurate and economical topology will give every studio and every Indie a very good reason to climb onboard. When you couple this one feature with the other powerful and streamlined features of 3D-Coat, most recently the PBR workflow - 3D-Coat is a winner all around. Greg Smith Absolutely true! Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted June 22, 2015 Report Share Posted June 22, 2015 zRemesher is currently the best solution for auto retopologizing I know. But 3D-Coats upcoming autopo update comes closer. So to answer your question clear: zRemesher performs better quality. I haven't used zbrush in a while so correct me if I'm wrong. I thought I recalled that zremesher will only work on models created in zbrush, not on imported models, say a 3D scan for example. Correct? Quote Link to comment Share on other sites More sharing options...
Taros Posted June 22, 2015 Author Report Share Posted June 22, 2015 I haven't used zbrush in a while so correct me if I'm wrong. I thought I recalled that zremesher will only work on models created in zbrush, not on imported models, say a 3D scan for example. Correct?zBrush tools work with all models that can be imported there, like obj files f.e.So if you export your model from 3d-coat to one of the supported file formats you can do what you want. In our case the workflow was: - We corrected a scanned model in 3dc - Exported it to obj - Imported into zbrush and used zRemesher - We put the zRm model back to 3dc for setting uvs and texture baking process there. We make scan and texture corrections in 3dcoat. Quote Link to comment Share on other sites More sharing options...
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