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  1. 5 points
    4.8.14 - Instant meshes integration. Press RMB over object, AUTOPO->..... It supports symmetry. Don't expect too much. It is about robustness and stability, but not about too great quality. - Autopo density problems fixed. - New curves are in very good state. Still need a lot of development, but now it is closer to Corel in 3D. Still beta. (Edit->Prefs->ShowNewCurvs) - Posibility of 16-bit export for displacement in export constructor. - Metall support in picture transform tool. If gloss enabled, imported image will be with metallness. You may vary it with slider. - FlipX, FlipY, FlipZ for Tweak room - CTRL+UnifyUV to unify UV sets with same names. - Import multiple objects for PPP. I want to mark this build as stable, so need your approvement.
  2. 4 points
    4.8.15 - fixed scale of objects in Instant meshes - AppLinks specifications updated - Space Menu shortcuts bar problems fixed
  3. 3 points
    This thread has been a good discussion so here are some features in the works for version 5. I ask Andrew if I could share these specific 3 areas. He gave me permission to do so. 1. Sculpt Layers. 2. GPU enabled Painting. Faster and more memory efficient. 3. Sketched Based Retopoing. Of course everyone will want to know when version 5 will be released. I do not have that information. We generally though get new betas as the become available to test these features before the official release of version 5. I also do not have any information on when betas with these features will be available.
  4. 3 points
    I don't want to beat a dead horse, but the single most important feature for me would be sculpt layers. I just cannot live without them anymore. I will wait for the next big update to see if everyone's request has been heard...if not, I will be going back to zbrush/mudbox.
  5. 3 points
    Hey ho I pushed this little prop from sculpting to retopo to baking without any problems Now the texturing with smart materials is pure fun. 3DCoat is such a great program, once you understand the whole concept of Autopo, UV Sets and baking, it works for you and letz you focus on creativity. Thanks a lot to the Pilgway Team *** So the next step will be to tweak those materials and then sculpt the moon surface.
  6. 3 points
    I'll just leave this little teaser here: It's nearly done. Have to work on the import to Blender a little bit more and check out how to best handle multiple object export/import. Workflows supported as of now: Metalness/Roughness and Manual. Manual will make the 3D-Coat import/export dialog popup. The other one won't. The texture import will be based on the Principled BSDF shader and should work with any Node setup, there has to be a texture at the end of each PBR input somewhere though. More soon .
  7. 2 points
    Hello everyone, Recently, I saw the release of zbrush 2018. In addition to fantastic new tools and enhancements, they finally put something very similar to 3D-Coat's live clay. First, I want to say that I love 3D-Coat, I bought the license even though I was a Zbrush user. When I saw 3D-Coat, I fell in love with the unique features offered by 3D-Coat (voxels, live clay and several unique program tools) that even the powerful Zbrush did not have. I may be wrong, but over time, I noticed that the Zbrush releases were very similar tools to what 3D-Coat had already had for a long time. When I started to do my work on 3D-Coat, I realized the difference of the brushes when I tried to sculpt 3D-Coat that did not have the same feeling I had in Zbrush (even many users complained about the same thing). Until there appeared brushes that supposedly would be similar to the Zbrush (Artman's brushes). I did not give up 3D-Coat and I started doing some tests trying to find ideal settings, and I started to love the way I sculpted 3D-Coat. So, I came to use 3D-Coat as my MAIN sculpting and texturing program and because I really like and care about 3D-Coat, I would humbly like to appeal to @Andrew Shpagin and the fantastic developers of 3D-Coat that, please, begin to improvise and add tools to the Sculpt Room. I know that such tools are complex to make, but because I believe so much in 3D-Coat I would very much like to see the System of layers in the Sculpt Room, Morph tools and Reprojection of details from one mesh to the other, Noise system maker, Possibility of baker of displacement map directly in the mesh (without having to export the mesh and import the mesh again), Better tools of modifiers like inflate, bend and etc, Possibility to create groups of polygons so that we can isolate and work with them at the moment we want (like polygroups). A Falloff tool or topology in the brush moves and in the other brushes so we can sculpt or move without affecting areas around the sculpture point (eg opening or closing mouth or eyes). A better integration of masks with Paint Room, because if you have a mesh with many polygons and take to the Paint room is very slow the procedure of making masks or improvise tools of the Paint Room in the Sculpt Room for the procedure to be done quickly. Improvements in the detail of the surface of the mesh, because when using an alpha the mesh gets the detailing with effect of few polygons (it is different when doing the same procedure in the zbrush, getting better). Functionalities for better control of imported alphas. As well as other tools and features that many users ask to be made in 3D-Coat. I hope you do not criticize me for asking Zbrush tools and features for 3D-Coat because I can only see 3D-Coat enhancements on Zbrush. If they do not mind putting very similar 3D-Coat tools on their system, why not implement tools similar to theirs in 3D-Coat? Sometimes I think that tools like Copy Clay (from Surface mode), which is a fantastic tool type (which is having problems with recent versions of 3D-Coat), was created and left out. Just like other tools. For a long time I have been waiting for tools and features that I have already mentioned above and never appear. I get very sad and discouraged by this. Once again, I know that it's complicated to develop such functionalities and I know of the effort of the developers to do what is 3D-Coat that we all know. I really congratulate you for creating this fantastic program and I love it, but please read my requests with love, because I would like to see 3D-Coat shining more than it shines nowadays! Before anyone tells me to ask for these features in the ordering section session, to send email to the support or something, I noticed that it does not help much, because many things are already in those places and they stayed there. I hope everyone will ask to @Andrew Shpagin and developers for new features and tools, as well as improvements to existing tools. Because I do not want to hear from many artists who make videos on youtube that 3D-Coat is not good at sculpting and detailing how Zbrush is. I would like to see many good things in the next version of 3D-Coat. It will be possible @Andrew Shpagin and developers? For those who want to see a preview of ZBRUSH 2018 on youtube, you'll understand what I felt when I saw so many things being released and improved by them: https://www.youtube.com/watch?v=XYsTuP5giPE
  8. 2 points
    Hi, I just added 3D Coat support to AR Portfolio. This is a new, pretty easy way to show off your 3D Coat work AR Portfolio and 3D Coat -Chilton
  9. 2 points
    This is going to be together in my personal project I am working on. go here https://www.artstation.com/artwork/40P4q for more photos of him.
  10. 2 points
    Point is 3DC’s user interface needs serious reorganization to improve workflow and remove annoyances ?
  11. 2 points
    I agree that the sculpting, retopoing / baking and painting are the core parts of 3DC. These areas are first to me to be developed and improved. Modeling in the retopo room would not be excluded but in the development schedule with the knowledge that those 3 are first. The first 3 areas are the main reasons people buy 3DC. Major improvements in these areas would offer inventives to buy or upgrade. There are some major improvements in those 3 areas slated for Version 5.
  12. 2 points
    Will be nice to add an interactive and non-destructive boolean state -close to eye icon- to every layer: add, subtract, intersect, split. The Boolean process must be done hierarchically from top to bottom
  13. 2 points
  14. 2 points
  15. 2 points
    I updated download link to fix problem of opening some 3B files (related to Sculpt->Curves tool).
  16. 2 points
    Just random concepts. 3DCoat and Photoshop.
  17. 2 points
    Hi @tokikake, thanks The upcoming AppLink will correctly show the Export To > Blender dialog. The whole workflow is working as of now: Create with 3D Coat => Export To Blender (Blender has to be open) Create with Blender => Export to 3DC (3DC has to be open) I just need to implement some specifics like multi material and correct PBR texture creation and updates. I hope I can post a beta soon, so y'all can test it and use it. Edit: I will also post a video tutorial, when I am done, explaining the basics.
  18. 2 points
    Hello, I joint this topic little late and didn't have chance to read thru all replies since there is alot. However, seems to me this topic is discussion about 3dcoat improvement and a little bit about new zbrush 2018. Since I have some thought about it too so I tip it in here. here is my thoughts. I have been using 3dcoat over 10 years since its very early state. Before that, I used zbrush and Zbrush is the reason I found 3dcoat due to its limitations. After that I never left 3dcoat. its my main software to sculpt. Never look back zbrush until lately. Dont' want everyone have to read too much so I go to the main points. To me, (my opinions only). 3dcoat is way supper over zbrush in many way. (ofcourse it has it limitations). Zbrush has been trying to keep up with 3dcoat even its latest release 2018. (they talked about new tool like sculptris (what they called?) which 3dcoat live clay has exist over 5 years i think. The cut tool in 3dcoat is amazing compare to zbrush (have too many click to achieve in 3dcoat one click). ect... To me, there is no such thing is perfect software. (max vs maya, modo, ect...) each of them have pros and cons. you have to find the pros and use that for you need. I personal think for texturing, nothing can beat substance painter. For sculpting orgainic (characters) is zbrush due to it ability to go back lower version and non destructive plus some of it sculpting tools. 3dcoat is supper for "chop" things out and so easy to do. However lately, zbrush and 3dcoat is closing the gap for hard surface modeling which none of them are superior than max, maya or modo. You now can achieve the hard surface look using zbrush or 3dcoat. However, both softwares still have alot room to improve. 3dcoat layers system (in sculpting) is way user friendly than zbrush. There are many think I think 3dcoat is way better. However, There are alot of area 3dcoat NEED to improve on: and here is the list I hope Andrew already know. sculpting area needed a lot of attention: None destructive Tubes (glad we have it with newly Tubes/Array tool) Bevel Tool (able to change the bevel angle: curves or straight) Able to crease edge (keep sharp edges): this will reduce the flat surface polygon, means no more lagging due to too many polygon. Able to create soft smooth curves surface (like subdive modeling surface in car modeling). I tried everything to achieve but no luck. I had to work around like block out in 3dcoat, bring it to zbrush, run zmesh (quad), bring to modo and turn it into subdiv, free it, bring it back to 3dcoat and convert it to mesh. If 3dcoat have a tool just like move tool but use points to control (click on the surface to ad control points, (or drag out a curve line on the surface), middle mouse click hold and move the control points. Have soft effect on the mesh, able to add multiple points. With this tool, when using with symmetry, we will able to create any subdiv like surface. Recently , I was able to create hard surface modeling in 3dcoat. (arguing with cowworker alot about this). I find that 3dcoat cut tool is the main tool for hard surface modeling. This tool is so powerful if using with camera (align to normal). I posted an other topic about camera improvement on the other day just to help this technique go further. If the camera alignment can be solved. it will have so much power on creating hard surface modeling. Hard surface modeling tools need to be improve and add more (bevel, subdiv like surface creating, camera angle to improve cut, trimp tool). my two cents. again, 3dcoat is awesome. and the thing it makes this one cool is that you can talked to the creator. how cool is that. lol.
  19. 2 points
    Understood. Pixologic has cherry picked a lot of tools from 3D Coat over the past 5yrs or so (credit to them, they generally expand/improve on them, rather than just copying the tools), and Pilgway hasn't done much to reciprocate. ZB has set a high bar in sculpting, so much of their focus has been on non-sculpting tasks. That should give Andrew ample time to go after their bread and butter...sculpting. He doesn't have to match them in every way. Just be in the conversation, where more and more artists prefer to use 3D Coat for sculpting...because of Voxels (ZB doesn't have Voxels...just Dynamesh, which is the equivalent to hitting the ENTER key in 3DC while working in Surface mode), because of the more standardized and simplified UI...because of the 3dconnexion device support (which I do not want to give up, just to work in ZB), and because of the PBR Shaders and PBR Smart Materials that can be applied to my sculpt WHILE I SCULPT. All he has to do, is come close enough that ZBrush's current overall advantages are very minimal. There will be some exciting new improvements to the Retopo tools, though, just not a focus on Polymodeling. I think V5, if they can pull off their goals, will be a game-changer.
  20. 2 points
    Not really. This is a repetitive feature for most people. Such works are better with Blender, Maya, 3ds Max or Cinema 4D. 3D Coat or ZBrush should primarily expand sculpting technologies. We do not need a jack of all trades device in one software.
  21. 2 points
    Once Andrew gets Sculpt Layers added, I plan to try and push the sculpting side of 3D Coat pretty hard, to the extent I can. I have been waiting on this for years, and because of the degree of difficulty, it has been left on the backburner. I felt it would largely be a waste of time to try and show what 3D Coat could do, in this sense, because a lot of Mudbox and ZB users would see it and realize there is no Sculpt Layer functionality...not in the Sculpt workspace, anyway. There is in the Paint Workspace, but using that sort of splits up the Sculpting work into different stages of the pipeline. With Sculpt Layers and Masking/Morphing of those layers, then a ZB user could see that 3D Coat is indeed very capable of doing high-level sculpting, even if it doesn't have everything they are used to, in ZB. This might be one of the most exciting years in 3D Coat's development. We'll see.
  22. 2 points
    I also share with you the same feelings you have about 3D-Coat! It's a great program! That's why I opened this post so that all of us together could strengthen and further improve 3D-Coat through suggestions and more important of all... we talk to Andrews about it all so he can see what the artists need and direct 3D-Coat in this direction! I already thought exactly what you said and I agree with you! I also do not understand how 3D-Coat still does not have as much force on YouTube or other media through videos and other media. Be videos of Streams or other media! When I tried to learn 3D-Coat, I could not find videos about 3D-Coat as easily as we found from other programs! I really had a lot of difficulty in my learning process!! But I am very grateful for the efforts of the few people who provided some explanation in videos about 3D-Coat. @AbnRanger, I believe you are behind the official 3D-Coat videos! Please correct me if I'm wrong! Thank you! Without the videos you made, I confess that I would not be using 3D-Coat, but the competing program! Currently, the only source of information I found is the official 3D-Coat videos on youtube, speed sculpting videos and some artist channels (also on youtube). It would be very good if we also had Streams with varied techniques and subjects about 3D-Coat. I believe the biggest problem is the availability of time.
  23. 2 points
  24. 2 points
    While the new Curves tools is under construction, I would like to take this time to plead with Andrew for a new, well-thought-out BEVEL tool that works in conjunction with this new Curve tool. This area has been a major weakness of modeling in the Sculpt workspace. Beveling has largely been a real PITA, unless you just click SMOOTH ALL to round edges. That works some times, but isn't sufficient when you want to apply specific beveling. Elements of a new Bevel tool would include... 1) Small Library of Bevel Profiles (that can be added to, by the user, much like Spline Profiles, now) 2) Points along the Curve have the option to "Show Profile" (brush radius with the profile inside it), and rather than the brush radius sitting flat on the surface, it would be perpendicular to the surface, facing down the curve path (just like repeated CURVE tool objects do, currently) 3) An option to rotate selected points or entire curve (slider in Tool Options panel and/or gizmo similar to current CURVES tool) 4) Preview mode option would be awesome. 5) Needs some Corner (self) Intersection correction option to resolve problems 3D Coat currently has when trying to use brushes along a curve, to bevel. It creates a mesh in the inner corners.
  25. 2 points
    I am fascinated with Attach tube or models array, this + IM = WoW ! - Will this commands be added ? Reverse the direction of a curve -origins- Paint curves using strokes. Models random size parameter - useful for eyelash- Meshes used for Start and End Caps -example zip model, have top stop, box and dent meshes- Thx
  26. 2 points
    I tested the Transform tool in Spacebar/Quick Access panel, issue in the Retopo workspace, showed Andrew and he fixed it. Should be in the next build.
  27. 2 points
    In the latest beta builds, the switching of views around world center or bounding box no longer randomly moves the camera to different positions. This is a must for the method to work below. One method. Load the decal image if that is your method. Select " select ignore back faces" in the e-panel. Paint Brush : Use the rectangle spline to enclose and paint the image Switch to back view and do the same process. Of course it does not have to be front or back views. You can use another spline tool as stated in the read me. If using the 3DC Text tool. Place your Text then use the transform---copy tool using the rectangle spline to do the above same process.
  28. 2 points
    You need not be an engineer to admire them: VID-20180223-WA0001.mp4
  29. 2 points
    Quad based because with subdivision levels ability to reuse productions assets (save time) You can increase and decrease resolution non-destructively as opposed to resampling it fits better into a pipeline better back and forth with retopo room I think it works in support of sculpt layers. Correct me if I'm wrong, but in a subdivision workflow don't higher subdivision sculpt states work off stored displacement data? And isn't image based sculpting the main component of sculpt layers? I think you kill two birds with one stone here. Last summer I had to make 5 characters for a short film and I sculpted the first character in 3D coat, then I carefully retopologized it, hoping to be able to reuse the retopo mesh for the other characters so that rigging would have an easier time transferring rig and weights from one character to another. But the task became very cumbersome, very quickly. I tried the tools in 3d coat, such as conform to retopo, but that only works with move, transform and pose - plus it's slow...having to show the sculpt with retopo data isn't performant. Those tools alone aren't enough to recreate a new character. How much easier it would have been if I could directly manipulate the mesh with the sculpt tools in 3D coat. The job would have been a lot easier in zbrush, which I don't own. I tried blender, but the sculpting tools and workflow are a bit limited. So what I ended up doing was making all my sculpts in 3D Coat, then between 3D Coat and Blender, snapping my original retopo mesh onto the sculpt. It was a big headache. Unique sculpts currently require either manual retopology or autotopo. In 3D coat, the only thing that a quad based mesh is useful for is for unwrapping or texture painting. If I want to sculpt on it, I'll lose any ability to bring the mesh back into another 3D application with the same topology/UV data/etc. The workflow currently is far too linear. Sculpt-->Retopo--->Texture Quad based sculpting could allow for sculpt<-->retopo-->texture<-->sculpt What I propose would make the program a lot more production friendly. Saving studios and artists a lot of time and money. It would really turbocharge production for big studios and indies alike.
  30. 2 points
    I agree with Rygaard and have been trying to lobby Andrew to give more attention to the Sculpt Room. In terms of Sculpting, ZBrush really has not add that much functionality in the last 7-10yrs. They set the standard high and no one has bothered to try and reach it. In the mean time, they have added a lot of the functionality that made 3D Coat unique, including Auto-Retopo, Polymodeling tools in the Retopo Room, and and now LiveClay functionality via the Sculptris mode, in ZB 2018. The reality of the matter is that Andrew really isn't that far from ZB in terms of sculpting prowess. Just look at the number of Surface mode brushes and the Presets that come by default. When I use some of the common ZB brushes like Clay or ClayBuildup, they are nice and smooth. But when I turn and try the equivalent brushes in 3D Coat, they too are very smooth and responsive. The Pinch Brush is very nice, as is Crease-Clay. But, a lot of ZB users who have tried 3D Coat notice that it doesn't have Sculpt Layers and they just go back to using ZBrush exclusively. I've asked for this repeatedly over the past 4-5yrs, to no avail. It is disappointing to see ZBrush come out with a number of large scale improvements in each release and yes, they are cherry picking from 3D Coat's basket of goodies, while Andrew doesn't reciprocate and focus on matching their strengths. He does so, to some degree, regarding Substance Painter, but not ZBrush. Not since Artman worked with him on many of the brushes leading up to the 4.1 release. I told Stas that Andrew really should stop with all the small features for a while and work on some BIG features that people have been asking for, for years. He has let people who are not long-time users or contributors on here, get in his ear and convince him he should release a scaled down 3D Print version, and now a very, very limited 3D Coat Mod tool. This has has gobbled up all the development time that should have otherwise gone into Sculpt Layers, and a revamped Layer Mask system in the Paint Workspace. Other developers have matched many of the Retopo room's tools and improved upon them significantly. Not much attention has been given to that workspace either. If they aren't improved soon, then 3D Coat won't be able to hang it's hat on Retopo tools, either. I've seen some really nice versions of the Strokes tool, including a Blender addon and now in Houdini. They give you much more control over the loops once they have been added, and more control over the number of rings/segments are added. Maybe, Rygaard, you can record something like Andrew Price did a few years back, where he lobbied for improvements to the Blender UI, and it got Ton's attention. One thing I know is that if Andrew puts his mind to something, he can usually come up with a brilliant solution. But he prefers to work on a lot of small feature additions (low-hanging fruit) as opposed to larger scale, more substantial ones. And then, he often gets distracted by a constant flow of requests that we never see on here or on Mantis....many of which jump ahead of the line, in front of feature requests most of us have been patiently waiting on for years and years. That really should change. IMO, there should be a group of regular contributors/users, who, at regular intervals, vote on upcoming feature additions, and those get priority. I'm seeing more and more long time users/contributors sort of disappear from this community, and much of that is probably because their input isn't being heeded and their/our requests go unfulfilled. If Andrew took 6mos to 1yr of focused development in the Sculpt workspace, he could seriously give Pixologic a run for it's money, as a production-level sculpting application. That would be a game-changer and make waves in the industry. I told Stas that, recently, but my opinion doesn't carry much weight. So, others will have to email Andrew (support@3DCoat.com) and let their voices be heard in this regard.
  31. 2 points
    All right, my friend, no problem. I believe this discussion is very good and important for the understanding and development of our 3D-Coat! I'll look at the links you gave me! Certainly, I agree with you that 3D-Coat has several highlights as in retopology, as well as in rebuilding meshes. Also, the other day, I tended to rebuild a mesh created by photogrammetry and to my surprise, I was amazed how 3D-Coat shone and I ended up smiling a lot because what 3D-Coat was able to do made me think that ZB was far behind in this type of procedure. 3D-Coat was really fantastic! A very pleasant surprise! I understand the challenge that developers have to face in order to have the balance between all the areas that the program has. I use 3D-Coat for sculpting and texturizing. I know that with the implementation of the features and tools I have already mentioned it would be of great benefit to all artists from different areas (3d Printer, games, animations and etc). As an example, let's talk about a project for 3D printing, where in the final sculpture should contain in the mesh all the details physically in the mesh. In this project (but could also be for any 3d production): 1) The layer system would be very important. The artist could create a new layer for his sculpture base (if you want to work this way), the next layer could do the details like wrinkles, the other skin layer, the next pores and so on. With this, the artist can (if there is an opacity slide) have total control over the mesh, mixing the layers together and decide how much stronger or weaker a layer will influence the mesh. And of course, if you needed to change something that the supervisor asked for, it would be much easier. It would not be a destructive process. Something similar to what we already have in the Paint Room layer system. Something FANTASTIC that could be added in these layers would be the possibility to use masks to further refine what was done in the layer (Functionality that also already exists in the layer system of the Paint Room). And if not ask a lot the possibility of creating and group folders for the layers. In short, I believe the layering system that already exists in PAINT ROOM would be PERFECT if it were in the Sculpt Room. Imagine the system that already exists in Paint Room existed also in the Sculpt room, the production of any project would limit the creativity of the artist, the sky would be the limit! 2) The system similar to the Morph target that exists in ZB in conjunction with the Morph brush would be very important as well. Where you could create a sort of mesh snapshot at that time before any changes, then make desired changes and be able to have control with the Morph brush of how you want the detail to appear in the mesh. With this system, you could also notice, through a slide that changes from the state that created the snapshot to the mesh carved afterwards, the deformations that happen when you fold a leg, arm and trunk of a character and thus be able to repair a possible stretching or deformation of the mesh. This system of Morph Target and Morph brush could be used in conjunction with the layer system I mentioned above (1). 3) A system Reprojection of details between one mesh and another. I know that 3D-Coat does not use an organized mesh to sculpt on it until the end of the project. Today, we carve out a mesh of triangles (voxels, live clay, and remove strech) to make retopology after. But at some point in the project, I would like to redesign all of my details that have been made into an unorganized mesh for an organized mesh without having to bake the Paint Room or if there is a mesh or file problem we need to get the detail of this mesh and transfer it to another mesh that is free of problems. 3) We need a Noise Maker system for detailing the meshes with the generation of different types of texture patterns and also with the possibility of placing a texture map created by the artist with a preview of how the mesh will look before accepting the made physically there. I do not know if it would be interesting to use Sculpt Room shaders to be able to make this kind of Noise Maker system. 4) A Bake Displacement Map system directly in the mesh in the Sculpt Room. Actually, this is very important if you make the texture of displacement map in another external program or in the 3D-Coat itself where you need to have all the details of the displacement map in the mesh to continue the detailing process in the sculpture or to the Decimate process for 3D printing. In this system, you could have an Preview along with a displacement map force slide before pushing a button to bake the mesh. Currently I know we can import the displacement into a mesh organized in the Paint Room and export the mesh in three different amounts of polygons to carry out the bake of the displacement in the mesh and only after performing this procedure you can import into the Sculpt Room . Another procedure, instead of exporting the mesh, is to go to the bake menu and click the paint button Room -> Sculpt Room, but I noticed that the details are not presented correctly, that is, the details do not get good resolution when we see the your result in the Sculpt Room. 5) Better modifier tools, because currently, in my opinion the Warp tool is not very intuitive and difficult to control. I do not know if it is because of lack of knowledge on my part or if the tool is complicated to manipulate to have the expected result. As well as other types of modifiers that would further facilitate sculpture. 6) System of creation of Groups of Polygons. Very, very important even for those who sculpt knows how important this functionality is, where we can define an area of polygons in which we can change the mesh whenever we want, as well as hide other polygons other than this group of created polygons. This type of polygon creation and selection system exists in ZB and Meshmixer. No doubt that this functionality greatly facilitates the work of the artist. 7) A Falloff tool or topology in the brush moves and in the other brushes so we can sculpt or move without affecting areas around the sculpture point (eg opening or closing mouth or eyes). It is horrible for you to sculpt a certain area and change undesirable areas around the sculpted area. This tool could be used in conjunction with the above-mentioned polygon group creation and selection system (6). Improve the peformance of the masking system. When a sculpture of thousands of polygons is taken to the Paint Room, the system is currently slow with the creation of masks in the Paint Room. Could you have the same Paint Room masking system in the Sculpt Room for better masking performance? Another important thing in the system with the Freeze brush in surface mode is that when I save a mask and try to recover this saved mask, it usually does not appear the same way I saved it. I believe this is caused by changing the mesh made later with the Live CLay brushes or with the Remove Streching option activated in the brush, then when you try to load the mask after the changes, it does not have the result you would expect to have. 9) Regarding the detailing of the surface of the mesh, I do not know if it is me who is not knowing to detail the surface or if it is something that I have to do different, because currently, when I try to detail on the surface of the mesh using Alphas brush or the Stencil system, the result is a mesh with an effect of lack of quality, as if I did not have enough polygons to have a quality that I would like to have in the sculpture. I do not know if it would fit an improvement in 3D-Coat in this sense or if it happens only with me. Because when I do the same procedure in ZB I get the quality I desire in the refinement of the mesh. 10) We could have a better system with alphas, where we can better control the behavior of alphas, something that exists in ZB. In ZB, we can control how much the alpha will deform the surface by controlling and hiding the quad or oval shape of the brush and also a possible alpha smoothing without having to take Photoshop over to apply a Gaussian Blur. As well as alpha repetition control (tileable). I believe these are the main features that pop up in my head right now, I know we have many other necessary features as well that other users have already asked and explained how much would be valuable during the production process. I hope I have managed to explain even a little summary of how much we need these features and helped developers to look more lovingly on these improvements that are needed in the 3D-Coat. I have a lot of hope that one day I will have these features in 3D-Coat!
  32. 2 points
    http://igl.ethz.ch/projects/instant-meshes/ It will be interesting to see how this works inside of 3DC. Hopefully the 3DC version will create all quads and no ngons.
  33. 2 points
  34. 2 points
    Ich bedanke mich vielmals für diese netten Worte! I am also thinking about something like this: You can create a new PBR material that is empty (leave fields empty) or select specific PBR maps. I even think about the user selecting one map, and the Add-On finds all the other maps by name in the same folder and fills it in automatically using the suffixes like _color, _normal, _roughness ect. The use case I am thinking about is: You already created a model with textures in 3DC and exported it and want to tweak stuff in Blender. So you import the obj/fbx and create the material using this feature and render it with Cycles or do other fancy things with it, maybe bring it back to 3DC for Per-pixel painting. Could also be used to simply import existing texture maps as a new PBR material to an imported model you've found on the web. Does this make sense?!
  35. 2 points
    Using one of my base 3DCoat renders and a touch of Photoshop chicanery....
  36. 2 points
    In the E-Panel--- Load shape. You can import a eps file or image based files. If you want the curve shaped to be filled choose what I highlighted in red. You can also select the thickness of the curve and extra density when choosing this method. Use of a stencil to cut away voxel or surface mode objects to create the curve shape. when using a stencil, If you just want a relief of the image, then use the extrude tool on a voxel or surface mode object. The above video works as well too. The method to use depends upon your end result. The above does not explain how to get a clean curve but the method. You mentioned retopo as well. Autopo or decimate for retopo for the retopo mesh plus there is always manual retopoing. Last picture is based off a black and white image using the Load shape feature.
  37. 2 points
    a daruma sketch by 3dcoat
  38. 2 points
    Save the 3DC file as normal, the one with the vertex paint layers then do the below. Right click on a sculpt room Voxtree layer and import the external 3DC file you just saved into your new 3DC file. I would suggest naming your sculpt room vox tree layers with specific names and your paint room layers before saving if you have not done so. FYI. Best to call your object a surface mode object as it is polygons and not voxels. When vertex painting any voxel mode object is auto-converted to a surface mode polygon object.
  39. 2 points
    some speed modeling practice.... gorilla 2 hour a happy old man 1and 1/2 hour a warrior with helmet 3 hour
  40. 1 point
    again, experience more on hardsurface modeling in 3dc. Click leg.mp4 to see how it moves.
  41. 1 point
    I don't know about that. The "cumbersome" claim seems overstated. Let's review what is needed to perform EXTRUDE operations in regular 3D applications. 1) SELECT what sub-object mode you want to work in (Polys, edges and verts) 2) Select the sub-objects 3) Select the tool you want use OR 4) Select what type of TRANSFORM (Move, Rotate, Scale) operation you want....each time you want to perform a different transform operation. 5) When Beveling/extruding, one typically either has to click a button to create a new extrusion or bevel 6) When you want to Bevel or Extrude some different selections, you have to drop the current selection and make a new one That is quite a lot of clicking or hotkeys to hit, just to perform a relatively simple operation. I keep saying TO CREATE A NEW EXTRUSION, JUST HIT THE ENTER KEY. This is not cumbersome. I had to bang the table for a long time to get Andrew to add this functionality, including the option to lock the Gizmo orientation to local space. I also got Andrew to add the ability to quickly move the Pivot Point/ Action Center, but holding down the SHIFT. With the Transform Tool, there is no need to hit a hotkey for MOVE, another for SCALE, and another for ROTATE. You can assign your preferred hotkeys to the Sub-Objects, Transform tool, Expand/Contract (selection). There are a lot of nifty Poly-Modeling tools, intended to speed tasks like these, up. Is it as quick to do in some areas as ZModeler? Perhaps not, but not having a gizmo to extrude means giving up the precision of a gizmo...ie, rotating, scaling or moving a very specific amount, and performing more than just extrusions with the same tool. Remember, you can move along an axis by grabbing the stem of the gizmo handles. You can move or rotate it in World space or screen space. You can (again) change the Pivot point on the fly, by holding the SHIFT key. You can Expand or Contract the selection with the + or - key on the NUM pad.....ALL WHILE THE TRANSFORM TOOL IS ACTIVE! When you are in SELECT Mode, think of it as Sub-Object or Component mode. You are just telling 3D Coat that you want to do some mesh edits/poly-modeling operations. Andrew never gets enough credit, Yes, there are some areas that could be improved, but to call all the functionality that he added, cumbersome and inefficient is wrong, IMO. As for sending meshes to the Sculpt workspace, you could do something similar, for a long time. Go to the Sculpt workspace, hit the hotkey for IMPORT tool, (assign a hotkey first) hit a hotkey for the button FROM RETOPO, and in a matter of two hotkey presses, have a copy in the Sculpt workspace. There isn't so much a lack of tools. It's largely a matter of taking the time to learn and use the tools. If a person goes through all the Quick Start videos for the Retopo Workspace, they'd have a much different view of what 3D Coat is capable of.
  42. 1 point
    You cannot know how cool this is and how much it is appreciated that after so many years of neglect that the AppLink is being brought into modernity out of the stone age. Thanks and I'll definitely give it a hard workout when you drop it into beta.
  43. 1 point
    Cliking on Unify UV helped me to correct this problem
  44. 1 point
    Stair-casing of the object surface using the Cut Off Tool and the Close Spline = confirmed
  45. 1 point
    I'm currently working on an update for LW applink. I believe that this will be done soon-ish.
  46. 1 point
    Switch View > Show voxels in Paint Room = off
  47. 1 point
    HI Its virtual mirror Mode = off ?
  48. 1 point
    This is a good beginners series though now a couple of years old and some areas have changed. Watch number 17 and 18 in the series. Also check out the many tutorials at 3DC's YouTube official site. https://www.youtube.com/user/PILGWAY3DCoat/playlists
  49. 1 point
    Hi Haunted. Just wanted to say thank you for this awesome work! <3
  50. 1 point
    An steampunk airship. Modeled in Moi3D and some Hexagon3D with further detailing, texturing and rendering in 3DCoat 4.8...