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Showing most liked content since 01/18/2018 in all areas

  1. 4 points
    4.8.10 - Possibility to pack selected islands into rectangle in UV Settings tool.. - Snap selected only in retopo room works correctly. - Add Layer 1 automatically when trying to paint over voxel volume. - Problem of depth when filling with Smart Materials fixed. - Save/Load multiple splines, extrude, duplicate for curves (I mean new curves). - Fixed problems of Rect/Transform tool in Paint room - crash, missing controls. - Additional anti-aliasing samples in cavity calculation. - Possibility to tweak vertiсes in Quads mode.
  2. 3 points
    Watched the video... I think I see the problem. Videos do help... You are on the brush tool and opacity is set at 77%. When you right click on the layer and choose fill whole layer it only fills up to the opacity percentage. Which you switch to the bucket fill, the opacity is set a 100% The brush and bucket fill can have their own separate settings on all 3 channels. I tested and when opacity is set at 100% for the brush tool (right clicking a layer and fill whole layer )and the bucket fill tool is set for 100% the result is the same. I normally use the layer in the bucket fill tool panel to avoid not noticing the change in settings, keeping my brush settings separate from my bucket fill settings. That depends upon the model or workflow too and is also an artist call.
  3. 3 points
    You have a few things wrong in your setup. FYI. I use Metalness and Metallic in my post but they are the same. 3DC calls the Metallic map Metalness... Look at my picture for proper setup. Roughness, Metallic and Normal maps must be set to Non_Color Data, atm they are set to Color. These 3 maps are rendered linearly and not Srgb as the Albedo map is. They must be changed for correct rendering of your PBR material. Input the Metalness map into the correct Metallic slot on the Principled Shader. Specluar is only used for artistic purposes, it is not a main input. You really only need 4 maps to create the material you see in 3DC which are Albedo, Metallic, Roughness and Normal maps. You can use others of course but these are the four you need. Now that brings up the exporter panel in your picture. In this case you do not need the Export Constructor, deselect it and the panel information will change. A more simple version. Look at my picture to see the four maps that are selected for export. Be sure to deselect store roughness in the alpha of metalness map if it is selected. This setting will mess up your metallic map in Blender. You do not 256 pixels of padding bleed. I used 8 pixel padding bleed on a 2k map. Side Note. It appears that the Blender principled shader renders the metallic and roughness somewhat differently than 3DC. Tends to be more glossly. You might have to externally adjust those two maps for Blender's principled shader to get closer to the look in 3DC.
  4. 3 points
    Late night ship design. Just a a quick 3DCoat sketch with details in photoshop. I really love 3d sketching in 3DCoat.
  5. 3 points
    Hi, I wrote an evaluation of the two best 3D auto-retopology algorithms available today — 3D Coat's Autopo and ZBrush's ZRemesher. Read the article here. Regards, Metin
  6. 2 points
    Hi, Is shift select option ever going to be introduced? The lack of that option in Zbrush forced to be buy a 3rd party plugin that helped to manage subtools. But I don't think anyone has done any 3rd party scripts here. But this is a "goes without saying" option. I don't even know how you can develop a modern application without the ability to select layers or files. Please!
  7. 2 points
    thnx a lot - I also wrote them with my client email so they can relate
  8. 2 points
    You working in the sculpt room? If so there is a Symm Copy option under the geometry menu. To use it turn symmetry on, and then turn on whatever planes you want it to copy to and then hit the button. It tends to copy the object side you last worked on, so if it copies the wrong way just hit undo alter a bit of the object on the side you want copied, hit undo again and then use it. Edit: Sorry just noticed the other part of your question. If you want to save that part on the other side use the split tool and select that part into a new object, and then use symm copy and then merge that part back.
  9. 2 points
    Selecting all the faces of your model then using the Retopo menu > Select Faces Picking Method > Select N-Gons command will leave only the Ngons selected.
  10. 2 points
    That's right, and I, like most every Blender-3D Coat user would be willing to pay a reasonable fee for a such an addon (on Gumroad as an example), as long as it works well and is updated once in a while, as needed.
  11. 2 points
    1st century BC Roman soldier uniform based on Caesar's legions. I did this one a while ago when I was trying to figure out how to create realistic mail ("chainmail"). The mail was done by applying a series of procedurally generated textures generated with Filter Forge 7. The model was rigged and animated in Akeytsu and rendered in Marmoset Toolbag.
  12. 2 points
  13. 2 points
    Hi, thanks for the complement. I finished it a while ago but forgot to update here. Apart from some minor changes to the shoes and some dirt on the texture, I also added a tricorne hat and rigged the model with akeytsu. Pretty nice app, it's grown on me. Anyway, here the finished model in a pose, rendered with marmoset toolbag. The musket is around 3000 triangles, the uniform is 9000 and the hat is around 1300.
  14. 2 points
    Sorry, maybe I'm not clear on the forum rules here. Are you saying I shouldn't ask if features exist unless I already know in advance that they do? In which case, what exactly would be the point of asking?
  15. 2 points
    @lesaint Painting Density has not functioned correctly for a time now. Maybe ever once in awhile it works but not generally. Now someone could run it and go oh it does work but I tested many times and it appears not to make any difference over the long run. Your confirmation of this, plus others have mentioned it, when development bug fixing time is available, hopefully Andrew and team will look at the problem. Mudbox has it's autop strengths and 3DC has it's. I use one or the other depending upon my need. Mudbox on some meshes was completing the operation on the same mesh where 3DC was failing. Both autopos run effectively as far as autopo routines go when they work. I had Mudbox even on a clean mesh, report an unexpected error and fail. So 3DC is not the only software to fail in it's autopo at times. Below is for others, not you, just a FYI. Rule of thumb for any autopo. Error free mesh. This is the most important part. 3DC will fail nearly all the time if there are errors in the mesh. Mudbox has a mesh error checker, which informs you of what kind of errors the mesh has and to fix them. Mudbox will not fix them for you. Mudbox tells you straight up that the autopo can fail, crash Mudbox or produce a bad mesh. In 3DC atm we must know that the mesh is clean. This can be checked but outside of 3DC. Clone your sculpt object, then reduce down in Voxel or polycount count to remove noisy details. You need only major to no more than medium form. This is done even prior to the decimation than the routine does itself. Avoid having too thin areas. These could be manually retopoed. If using guide strokes, as the helper informs us do not place too many. Generally 3DC autopo works, I think there could be a lingering bug or two, one of which I think is painting density. One cannot inform or report a bug, ask for improvements if the mesh has errors which is causing the routine to fail.
  16. 2 points
    http://www.cgchannel.com/2018/01/download-free-tree-generation-tool-tree-it/?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+cgchannel%2FnHpU+(CG+Channel+-+Entertainment+Production+Art)
  17. 2 points
    Yes and no. It happens because of the type on shader applied to the mesh. Change the shader to a different type
  18. 2 points
    I believe you are using the scan textures. The below is a quick method and you can experiment around all you like. Under the view menu set your your Panorama to Greyscale to neturalize your scene lighting so no color casting is effecting your judgement of colors used. 1. Create a new layer above the scan texture layer and set it to the blending model "Color" Fill this layer with just a grey plain color----- 50% midtone gray. HSL... or RGB 128 in the Color palette. This will neuturalize your color but leave all the details. This is more or less what the some of the old artist would do, lay now the founation for values using grayscale color, then start adding their colors. 2. Next layer created is your Overlay blending mode. Have the preview window open over the model and choose the lightness- darkness of the red you desire. 3. I used a multiply layer for some blue but another blending mode could have be used. All the other tools mentioned in the thread or good too for adjusting stuff plus your external editor can be used as well. Last image is after I used the levels adjustment in Photoshop on the overlay layer. I needed for red overall tone. I invoked Photoshop, did the work, saved and 3DC was updated right away. Maybe a little to red now, a cross between the two somewhere. Now you got a base, experiment with all the blending modes, tools and have fun. Yikes it is very late here...
  19. 2 points
    After decades of trying to understand and utilize alien tech. Scientist built the X-1. A hybrid of human and alien technology.
  20. 2 points
    Deselect export constructor shown in picture. You will get a new menu. Make sure "Store gloss/roughness in Metal alpha is deselected. This will export all your maps correctly. FYI. Currently the new Principled Shader in Blender Cycles appears not to read the roughness map as we see it in 3DC. I had to adjust my roughness map externally to match 3DC's viewport. Yes, something appears not quite right with the export constructor for Blender Cycles.
  21. 1 point
    This goes with the last 2 above postings... I am not being critical just pointing out what needs to be changed for your plug-in to work. The plug -in result at it's imported settings compared to the settings for correct rendering.
  22. 1 point
    Found a few minutes to test. I set up a 3DC export constructor preset according to the naming convention you showed in the picture. The maps now load. EDIT: The eport constructor is broken for Blender cycles use the simple one, works since you update the script. You still have a few errors in your setup. Metallic, Roughness and Normal maps need to be set to Non_Color_Data for the PBR Principled Shader to read them properly as stated in my earlier postings. This is a must for the correct rendering of these maps. Click on the drop down arrow and you will see Non_Color_Data in the list. The Image Texture node (Metallic) needs to be inputed into the Metallic slot on the Shader not Specular. Specular is used for artistic purposes mainly. The current setup will render the metallic map incorrectly. Thank you again for working on the plug-in.
  23. 1 point
    Doing nothing wrong at all. 3DC in the sculpt in room converts quads to triangles. The workflow is not quad based like Zbrush. The tri model on the left would be the one to increase the tri count to sculpt on, plus the the live-clay tools have localized dynamic tessellation on the fly. The model on the right could be imported into the retopo room to become your retopo mesh for baking the normal or displacement map to the paint room.
  24. 1 point
  25. 1 point
    The preview window renders at a Higher quality. You would need a 8k map in the smart material to closely match it. You will be limited by the resolution of the smart material images that are used to make the smart material and your final texture resolution for your image maps. Also is how well you are using the UV space, that is how your uv-islands are filling up the uv space. I make all-my smart materials at 4K.
  26. 1 point
    Are you importing the object in Paint Room ? Switch on Swap x & y scene axis before import
  27. 1 point
    Very good article. You hit the nail on the head, a lower decimated model removes the noisy details. The autopo routine then has an easier time following major form. The routine itself will decimate but I found that you get better results doing some decimating first yourself before running Autopo. A clean mesh with no errors is critical to getting a good retopo mesh too.
  28. 1 point
    cakeller, thanks for the detailed description of this problem. We will try to fix it!
  29. 1 point
    You can install the latest beta download right away and activate your license.
  30. 1 point
    Hello I suffer sever system crashes when I bake AO, but also under other unidentifiable situations. This makes it almost impossible to use 3D Coat. system specifications: Dell Xeon Precise Tower 7910 20 Corre XEON e5-2604 v4 @ 2.4GHZ 80Gig Ram Dual Geforce GTX 980Ti Windows 10 pro 3D Coat 4.8.10 Problem occurs in 3D Coat OpenGL and DirectX Report: 3DCoat seems to use my graphic cards on a special high level monitor goes up to high performance and temperature then it crashes my whole system, leading to a instant shutdown/restart this occurs under normal usage after a while and always when baking AO I recently changed the TDR values of the registry to 60 (as recommended by Substance Painter) but this didn't solve the problem. I will attach a video showing the process to illustrate the problem It would be great to hear if this is a known issue, for it only occurs on this machine (Xeon, Dual GTX) Thnx for help Martin
  31. 1 point
    Hello! With the appointment of hotkeys the issue will be resolved in the near future. The problem with the "Copy Clay" tool will also be solved. But we need more time for this.
  32. 1 point
    Additional feature requests for Primitive History: Re-order preset items. Save and Load Presets. Load would add to the presets, not erase existing. Enable and Disable (hide / show eye icon) option for each preset item. Ability to step through playback of presets to make it easier to debug / modify individual preset items with reference to the built results up to that point. Playback all primitive history presets in object tree. Option to stop / pause playback on boolean errors. Allow fix / update then continue. Option to automatically clear layer before playback. Read below.
  33. 1 point
    I'm also having trouble setting up 3D-Coat shortcut keys 4.8.10. When I try to add a shortcut key -> Geometry / Unhide All the program simply does not allow shortcut key and when I try to change an existing shortcut key the program erases the shortcut does not allow more shortcut key. Another strange thing that is happening is the Copy Clay tool (Surface Mode) that does not work as it should. It simply explodes the polygons when you do the duplicate procedure, just like when you try to load button as well.
  34. 1 point
  35. 1 point
    Hiya Oleg, Ah good to see an official developer tester...
  36. 1 point
    Yes to both. For 1 you need the exported textures to create a new pbr material in 3d coat , as you cant import the sbsar or sbs straight to 3D Coat. For 2 you can create any type of material in 3D Coat.
  37. 1 point
    Quick keyframe with the X-1.
  38. 1 point
    I had the similar problem in some applications. It looks like a transistor on video card makes this sound when video card in highly loaded by application. If you have the sound coming from the speakers then it might be something else.
  39. 1 point
    Possible hardware issue. Can effect some applications and not others. Soundcard and computer trying to share same resources as the same time. Use to happen to me long ago when playing games. Took some research but finally got the solution as related to the above. You can try these tips to see if they work, of course it possible they not will work. It is worth a try though. https://www.addictivetips.com/windows-tips/fix-sound-distortion-and-static-in-windows-10/
  40. 1 point
    You got it almost right. Sculpt Hp in sculpt room. Correct. retopo low in Retopo room. Correct. Create your uv seams in the Retopo room and unwrap for uv set. Bake for the normal map. Correct. Paint HP in paint room. In the above workflow, incorrect to paint HP. The HP sculpt in the sculpt room appears in the paint room. Turn off showing it in the paint room. View menu, near the bottom or hide it from the vox tree tab. The reason the HP appears in the paint room is for polypainting (vertex painting) which you are not doing in this case. No need to bake textures in the paint room. All textures and further normal map work is applied in Realtime. You are painting on the low polygon model with the baked normal map applied. Once done with your work, File menu---- export objects and textures. Here is a video series you might like. Video is one year old. So of course there has been some changes but this is a good series. Look through the listed videos on the right and watch what you need. 23 videos in all. By the way in the newest beta the problem with the fill tool depth not being the same as the preview window shows is fixed now.
  41. 1 point
    A method: This kind can be done first in the future when you know that the image is not a delighted scan texture. Some of the glare too is from the scene lighting. To get a good idea of what the highlights really look like, View Menu--- Flat Shade. This removes all scene lighting more or less what you would see in Photoshop. You can return to Smooth lighting for working. You are going to work on the grayscale layer to get rid of the highlighted areas. For now. Make a duplicate layer of your original scan texture layer in case you do no like the outcome. Hide this layer. All the other layers can be left as is. 1: Merge the greyscale color layer to the original scan texture's layer. This gives you a layer set at standard mode but gray in color with all the details still. 2: Position the model so you got a good view of the highlights on the model. 3: EDIT menu ------- Edit projections in external editor. This method will project the current view, not the flat uv set. You might have to turn the model some and re-project again. 4. In Photoshop use the Burn tool set very low in the exposure setting. Range setting, Use Highlight first and then Shadow. Skip midtones. I found midtones in this case not needed. I recommend here the Photoshop burn tool as it has the Range settings of Highlights, Midtones and Shadows. Settings in number 4, you will need to play around with and experiment till you hit that sweet spot. Important: Make sure when in photoshop you turn off the lighting layer and all other layers except the grayscale layer you are working on. Turn back on when done working. Save and return to 3DC. Now you have a more even lighted textures on the model and will not have that blown out highlight to worry about anymore. All the above is in 3DC workflows and not using a external program first to delight. You now do not need to use Linear light to try and solve the highlight problem. Delete the linear light layer. Some blending modes really darken the dark areas. The blown out area also had less detail because of the photo when it was taken. You could in Photoshop, grab a few parts of the texture and on a lower opacity and clone in a few areas to add some detail back. I did not do this in the image I am showing you. There is a way in 3DC but it does not use the clone tool. So much to experiment with, We have tons of tools and methods to get the final look. Have fun and sometime time you like to meet on Skype, let me know.. Side Note. Also load your reference image into the little color palette. move the cursor around the image and see what tones are there, I notices some purple reds, slight yellows in the one you shown in the post here. These can be hand painted in using various alpha styles to add some more realism. The little palette when using it there is no need to press ok to get the color, You get the color in real time added to the brush. EDIT: I put file menu instead of Edit menu, post now corrected.
  42. 1 point
    Hey everyone, This is thread to follow the development of a project that I have been developing called Gladiotron. It is an original project and hopefully the first of many. My pipeline consists primarily of Blender and 3D Coat, with some other applications for authoring PBR textures and then ending up in Unity. Our target platform is PC and Console initially, then possibly mobile afterwards. I have a few goals with this project. 1. To engage the 3d Coat and Blender communites 2. To share development progress on the art assets and the game 3. To work with the 3D Coat team in a similar way to the way the Blender Foundation creates film projects to drive the development of the application
  43. 1 point
    Here is a timelapse video of me creating this guy.
  44. 1 point
    Use the Color Operations Tool. In the "E" panel set the stroke mode to Rectangle and turn off "Ignore Backfaces". Adjust "Hue Shift" at the top of there UI as required, 1000% showed a lot of change for me. Use a combination of Saturate and Increase Hue and repeat drawing the selection rectangle around the whole model until you get the results you like.
  45. 1 point
  46. 1 point
    Changes 4.8.08 - possibility to record strokes as curves (enable NewCurves in settings), set RecordStrokes in Curves menu, look CurvesTree
  47. 1 point
    Hi! Right now there is no way to align pose tool (Line mode) acording axis. Let's say that I would like to rotate my object line with y axis. Also it would nice to see snap rotation (CTRL) with pose line tool.
  48. 1 point
    After long pause I have started to work with 3d-coat again. Have to say that there is so much fun features added since my last time. Getting results like this and all in 3d-coat brings a big smile to my face
  49. 1 point
    I asked Andrew about adding a Spline Deformer to the Pose tool (which is the Modeling Swiss Army Knife in the Sculpt Workspace), especially now that he is working on re-working Splines. It's similar to what you are asking for. You can send an email to Support@3dcoat.com and make this request to Andrew. Hopefully, it will create a little more urgency. I asked for this for the very same reason. To make it easier to shape intricate contours on things like Automobiles. That is a little hard to do with the Current tools, even though the FFD Lattice in the Pose Tool helps deform with a fair amount of precision. I asked him to allow the user to be able to select the nodes of the spline and expand or contract the gradient...or soften/sharpen. These options are actually available in the Tweak room, with it's Gradient Selection, so it shouldn't asking too much, I don't think. Another option I asked him to add was the ability to choose a low poly Quad mesh from the Retopo workspace, to use as a lattice deformer, so we have much better control over our deformations. These two options would really help take modeling in 3D Coat to the next level, IMO. Hope Andrew does it, but we need other users to add their voice to the request.
  50. 1 point
    Ok I found better workaround: Go to "Extract Shell" in layer actions => "Make Shell Mesh Using Voxels"; Set thickness - it will make shell inside your mesh without artifacts; Now turn Surface mode; Run "Objectify(Separate)" - set some basic option to avoid layers with small dots - delete: 300 worked for me; Select layer with your shrank object - it will have flipped normals; Go to "Flip" => "FlipNormals"; Your object is ready Anyway it would be cool to have such functionality on one action
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