3D-Coat 3.7 updates thread
#781
Posted 17 March 2012 - 04:34 PM
It seems that the issue existed already under the LWO format already.
#782
Posted 17 March 2012 - 05:00 PM
Probably you checked option Coarse (sharpen) mesh in export dialog
Just uncheck it. Probably you checked it accidentally.
If you have not cheched it but mesh is coarse - then we will discover it deeper.
This option is elso present in retopo menu.
#783
Posted 17 March 2012 - 07:36 PM
Thank you.
It seems that the two 3dc installations don't share all the preferences.
#784
Posted 17 March 2012 - 10:57 PM
#785
Posted 18 March 2012 - 03:04 PM
Hey,
You can go to the first page of this thread to find the most recent updates...it will install over top of your previous install. You can always re-install a previous version if you find it too unstable.
ouch... there is no way to install stable and updates at the same time... and to have 2 versions running ?
#786
Posted 20 March 2012 - 01:41 AM
Sorry i should say after merging, not baking.
#787
Posted 20 March 2012 - 08:01 PM
- Specularity supported in voxel painting. Warning! You should re-assign default shader with RMB click over shaders panel to get it to work. If you still not able to paint specularity - delete MyDocs/3D-CoatV3/Shaders/Custom/ - but preserve imprtant for you shaders. All shaders was re-written, so older ones will not support specularity.
- 3D-Coat will support import/export of objects that use tiles instead of UV sets - like from Mudbox. Example - how it works - http://www.3d-coat.c...mport_tiles.png
- Fixed several problems in pose tool.
- UI adjustment (even longer menus will fit into screen) - bit.ly/zAIPas
- fixed problem of rectangle/lasso painting without antialoasing in some cases.
- fixed several important bugs that are hard to describe.
#788
Posted 20 March 2012 - 08:25 PM
#789
Posted 20 March 2012 - 08:41 PM
Looks like the voxel sketch tool rotation bug is back.
#790
Posted 20 March 2012 - 08:52 PM
Object_default_color.tga
Object_Tile_1_0_color.tga
When it maybe should be:
Object_default_color.tga
Object_default_color_1_0.tga
#791
Posted 21 March 2012 - 12:30 AM
haikalle, that would be good. Better still would be some user customizable naming defaults. Perhaps some kind of input in the options panel?
Messiah|Modo|3DC+Video Training Bundles
Report any bugs & post feature requests on the 3DC Mantis page: http://3d-coat.com/mantis/
#792
Posted 21 March 2012 - 05:54 AM
please explain a bit.Thanks Andrew.
Looks like the voxel sketch tool rotation bug is back.
#793
Posted 21 March 2012 - 06:33 AM
please explain a bit.
Using "rotate around current pick point" and activating sketch tool in the voxel room, when I try to rotate the camera the current pick point (pivot of rotation) is somewhere off the screen which results in unusable navigation. imo the current pick point should be set to the center of the sketch box. I have to switch to "Rotate around world center" for the sketch tool to be usable.
I thought I saw a Mantis bug report on it but I cannot locate it right now.
#794
Posted 21 March 2012 - 06:59 AM
Generalist
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#795
Posted 21 March 2012 - 03:46 PM
#796
Posted 21 March 2012 - 10:19 PM
- fixed problem of Sketch tool - incorrect shading (was result of speculatity introduction)
- improved naming of tiles - if material hovers whole tile new UV set will get name of that material and material will not be renamed.
#797
Posted 22 March 2012 - 08:17 AM
Thanks for implementing wider support for the various UV tiles, much appreciated! I've been working with it extensively since you released the last build, and it's great, but there are a few niggling things, all centered around how it is implemented.
Basically everything boils down to, instead of importing the UV map exactly as is, it creates multiple UV sets and of course as you know, exports them out correctly by converting the name to their corresponding coordinate on the UV map. It's actually on the slower end when working with it in this form, and it's also difficult to paint on meshes that are in a different coordinate while using the UV texture editor.
So that said, do you think it would be possible to implement full on UV coordinates in the UV texture editor and in the UV editor/UV room? See the attached screenshot for an example. Thanks!
Messiah|Modo|3DC+Video Training Bundles
Report any bugs & post feature requests on the 3DC Mantis page: http://3d-coat.com/mantis/
#798
Posted 22 March 2012 - 05:06 PM
#799
Posted 22 March 2012 - 11:24 PM
i7 Quad 2.5ghz
4GB Ram
Windows 7 x64
#800
Posted 23 March 2012 - 08:14 AM
If you are currently working on emmisive stuff it would be nice to add a post process glow effect to show it off in the render room
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