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vivi

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Everything posted by vivi

  1. I am using the same sculpt mesh which I painted with red green blue to create an RGB mask for several parts of the object. I want to bake those colors onto my paint mesh ( lowpoly, previously baked and painted) i just need additional layers in the bake room. i just noticed that if I rename the base layer( previously baked ) it won’t get overwritten. so I guess it’s fine. Nonetheless, 3Dcoat’s features are all over the place, many times, with slightly different naming adding to the confusion. I mean take the bake menu in the painting room for instance. 1. paint mesh to sculpt mesh 2. take subdivided painting mesh into sculptroom 3. Paint mesh( subdivided ) copy to sculpt mesh 4. Bake sculpt mesh onto painting room mesh ALL 4 points should be consolidated into one that brings up a menu or pop up with all options to choose from there ( since honestly, I don’t see much difference to all 4 points) ->1. to sculpt mesh assumes that it’s going into the sculpt room ( where else?) so why does 2 and 3 use “ sculpt room/ sculpt mesh ? jeez, read the 1st tooltip! It says right there “ bring a COPY of mesh from paint Workspace into sculpt workspace”. —> 2. Who thinks of such long names?? “Take?? “ “into the?” “ why not “Mesh to Sculpt Room “ then open the menu to choose whether you want it subsided or not. I don’t know what kind of workflow people have but why would someone send a painted subdivided mesh to the sculpt room? -> 3. what the heck is different to 2.? The copy? Someone please explain to me cause right now it makes no sense! Is 1 and 2 not a copy? Will it be deleted from the paint room? NO!! it says copy in right there in 1st tooltip! or is it just wrong usage of words? Cause in the retopo room it says “clone selected faces to new layer “ which is utterly wrong since clone means to make a copy, but what it does is actually “cut out” and put it on a new layer! Also clone or copy, workspace or room? please choose and stay consistent. if the UI/ UX designer is reading this ,I suggest to make a rule board for the words that can be used. 3Dcoat refers to the rooms as “rooms”! Kick the workspace-word out! Done! copy, clone or duplicate? ->4. bake sculpt on paint mesh is essentially the same as “ bake w/ normal map “ inside the retopo room, or am I wrong? the whole 3Dcoat UI and UX feels like made by random people who sit on different continents.
  2. I am so confused with how 3Dcoat works.so I have baked and textured my object in paint room. Now, my friend asked me to give him a mask of an ornament on that object. Since the object is spherical I use a slightly scaled sphere in the sculpt room , with a solid color red. The original sculpt object which was used to bake details is colored a solid green. Because of the scaled sphere, the ornament and the surface are now separated ( red,green. I want to bake exactly that onto my painting mesh BUT on a new layer. Why the heck does 3Dcoat overwrite the previous baked mainlayer? In the description of the bake sculpt onto paint mesh it says “ 3Dcoat tries to preserve previously baked layers. Well, that’s a rather vague description. When and why does it fail to preserve? How can it be worked around? More info please! trying to get this simple task done takes more time than the entire retopo and painting process. This should not happen.
  3. The tool's description makes no sense for me and whatever I try. I cant seem to figure out how to use this feature.
  4. Welding open points is currently only possible by bridging the gap first, then, weld. This however should be done with a single click. I would go even further. There are so many apps out there who have already invented the wheel and I don't see the need to re-invent it once again. Fusion 360's curves/drawing tools are fantastic. So my biggest problem with 3docat is that there are so many icons, buttons tools, all in a somewhat inconsistent design/size. The curve icons, the new activity icons, the primitive icons, the viewport icons, and the tools. They all have different sizes and are located somewhat arbitrary. As it was mentioned before, curve tools don't belong up there. EXAMPLE: Lets take the welding, bridging, linking and splitting options. Do we really need 4 buttons for these? Sounds like 1994 to me :) Add point between points just by clicking on the spline. Bridging Gaps can be done by selecting two open points, then double clicking one of those points. Splitting /Breaking can be done in the very same fashion. Select a point, double click it to break it. Linking point can be done in the same fashion. Select all points, whereas the one to be linked at will be selected last. Then double click. Many 3D applications do linking like this. Maya, Blender. This is just an example on how 3Dcoat could be optimized so easily and made user friendly.
  5. I feel you. I am struggling since the first day. It gets even more crazy once you have multiple objects. If you send your second object back to Blender it will overwrite the material of the first object. I gave up and do it manually. Sick of all the hassle. Funny thing is, sometimes even if you have sent via the applink, using the "open in original app" works rather than the "supposedly" native app-link. Wait, native? I don't get why it says native applink. The developers have got to fix their stuff. For example why two options for bridging a software?? Also inside the export option you have Cycles preset and a Applink preset. Which to chose? Doesn't matter, both the same. This is so 3Dcoat. Chaotic as it has always been. I have said it many times for many years. I know people hate me for complaining. I don't care. I just stopped using 3dcoat for production. Except retopo and some texture work.
  6. Great but honestly I think this is overwhelming. Who is going to browse through thousands of materials? Not only that, seeing them on a material ball is different than seeing them on the actual model. So you should add a custom model preview directly in 3Dcoat. Or is it already possible? Nonetheless while this is a great way to make extra money, a better way would be to have a material mixer. Basically choose category, metal, then have a bunch of slider that will change the style of the metal. Old, rusty scratched etc etc. this is the smart approach and me as an artists would like to see that and pay for it. Personally I won’t pay for points, spend hours finding the right material. Just my thought.
  7. Andrew I know. You always answer my emails which is unprecedented support, and look I am still here. Because I like your belief system and where you are coming from. The thing is you are getting yourself this requests by implementing more and more unpolished features instead of making exisitng features rock solid. I said it for years. UI needs to be cleaned up. It’s a mess. You need to work very closely with professionals. This software can be polished and I have no doubt. So the stop developing thing for me would be more like a, stop and go back to the drawing board. Invite professionals and get their ideas. All you need is 3 good people. No community. Vito
  8. I wanna add, looking at the past and doing a little thinking, it is easy to assume that another company might already work on a voxel based Programm because they saw the potential 3dcoat has. I know I would certainly do it if I had the resources. Also speaking about ignorance, how fast did substance become industry standard? Instantly!
  9. The problem this software has is ignorance. I fully agree with Chris. If the developer fail to see, it won’t take long and they will loose ( if not already) to the competition. Ignorance, seriously. I am using 3dcoat and zbrush since it’s first release. I am not only artist but also supervisors and art director. I lead cinematic projects for over 20 years worked with more artists than you can imagine. Non of the professionals I worked with used 3dcoat. I tried convincing them several times but failed. Just like Chris says, we are coming back only to find that old bugs are still not fixed. that bloody space menu opens up and you can keep hunting the the tools. It was mentioned before. Not fixed. That curve edit arrow thing that always opens accidentally? Mentioned before still annoying. Reading the comments again... ignorance Back to the drawing board..
  10. watching 3d Coats dev from the very beginning, i am always surprised about these kind of things still not being implemented. I always said, 3dcoat needs to make its features work 100% before cluttering it with dozens of other not 100% reliable tools or features which Pixologic partially took and made it actually work 100%. one example is that lego block tool. Utterly useless just taking space. I told my opinion on how to improve 3dcoat years ago. I still dont get why the tools are so confusingly layed out. Switching to surface mode, has some of the same tools but at a different position. I am using 3dcoat for years now on and off, and i still find myself wasting time looking for the tools. Has nobody ever mentioned that.Is every 3dcoat user really happy with that? Then Substance Painter came....
  11. I agree and posted about this in the past...do u have ideas about the UI Javis?
  12. oh i see we have to actually apply metalness of 100% to get a 100% matte look...this is odd and should not
  13. is it just me or is there always a default amount of specularity on that new preview system. even though i turn of my specular layers and apply a black color, it reflects...
  14. i suggested to build a texture and stencil generator in a fashion of the almost unknown texture generator app. the awesome thing about that app is that what ever u create is tileable. in my oppinion a very powerful app, which unfortunately is a little outdated. i always use it to make my stencils. u can even export the normal map from it. Bercon maps... hm why not... but i would prefer that texture stencil generator.
  15. So I am trying exporting normalmaps from 3dcoat for 3dsmax. Does someone have working settings? Cant seem to get nice normal maps. Always look blurry compared to the render in 3dcoat, and direction seems also odd. Tried swapping y-z, but nothing happened. Are there any special settings for 3dsmax normal export?
  16. if I do that I will have a box instead of fluid
  17. Hello guys, this has nothing to do with 3D coat..but it is very urgent and thanks to the ridiculous policy of Blenders forum I can't post anything there. So I hope I can reach someone through our awesome forum here. I am having problems with Blender fluid obj sequence export. In blender everything looks fine...but when I load my obj seq into MAX, some frames have some crazy spikes!!!I tried so many things,,but can't fix it. Do u know what could cause this problem? any help appreciated ViTO
  18. UV room is acting weird. Island highlighting doesnt work ( checkbox is checked )..unwrap doesnt seem to update anything. Is this confirmed?
  19. doesn't work for me. When I click the applink Icon..i get an error "no + function or undefined" and makes keeps beeping.
  20. Also for the axial tool..to be able to pick a point for the center of the arrays.
  21. Deform before apply What about the possibility to be able to deform the object before merging it into the scene. Basically like MARI does with textures. Sometimes when I merge an object, I have to merge it into a separate layer to then deform or conform it, then merge the layer back. I really would love to see this feature It doesnt have to be all brushes.. but mostly a way to adjust the shape. The move tool alone would do the trick I think. A big plus would be a bend,twist and taper function.Or just a gizmo which could do all.
  22. Oh boy I just saw that this function is already included..dont know if it was the last update only..but AWESOME! thank u Could u implement this function also to the "merge" tool Andrew?
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