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hansolocambo@gmail.com

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  1. Hi, I reported this issue a few times and managed to find a workaround that somehow proves that there is definitely an issue with File > Export Retopo Object, from the retopo room. Description of the issue : I can work sometimes for hours and I'm able to export as obj, fbx, any export format : just fine. Then suddenly the scene, while still perfectly stable to work on, crashes constantly when exporting (any format). And when this begins it's definite. I tried deleting the Sculpt (used as a reference) and even tried deleting the whole retopo object, creating a new retopo layer with a single quad in it. But even like that : the scene crashes. Something made it unstable and there's no way to keep on working except loading another incremental save. I abandoned retopology with 3D-Coat for a while because of that, and was sad to see that the latest version still has the same issue. Workaround : I htought yesterday that using bridges (applinks) to ZBrush, 3DS Max, could maybe solve the problem by sending the retopo mesh straight to another app without going through saving the mesh. So I installed the 3DS Max Applink. And now I have a new Menu in File > Export Retopo Mesh to > 3DS Max 2021. And when the scene becomes unstable I simply now use the export to 3DS Max. This also saves as an object (not the kind of bridge I was excpecting). But weirdly enough it works. 3D-Coat doesn't crash while exporting and I can keep working. Although I prefer to create a new scene, reload the high poly reference + the latest retopo and work on a stable scene (something I have to to tons of times a day...) It's REALLY easy to reproduce the bug as I'm working on retopology for a huge project and spend 14+ hours a day working on that and it happens probably more than once per hour. The default export retopo mesh fails after a while. But Applink Export to 3DS Max works. I thought at first that it was due to wireframe issues when using Symmetry (Virtual Mirror OFF). But I'm working only non symmetrical objects recently and it happens all the same. My geometry is clean, I work in the video game industry for 20+ years and have some solid knowledge of what a clean mesh means. There is definitely something wrong with the File > Export Retopo Object Cheers.
  2. Definitely +1 to that. The best way to push Pro Studios to insert a 3D app in their workflow is to ensure a strong an reliable link between apps. Those "Applink" are totally invisible on the Download page. And when finally one discovers them, it's to see that the dev's been abandonned for years. That's a shame. And a very, very bad marketing decision. No wonder why I (sadly) never see 3D-Coat used in pro studios (I work in the video game industry and cartoon animation movies for TV). This has to change.
  3. Holy shit. I've always missed a GoZ option for 3D-Coat. But those applink actually do exactly that. Applinks are just invisible in the Download page. I looked for a bridge solution a few times and never saw that thread or anything about applink before. It's freakin' useful. This is freakin' great and certainly not advertised enough on 3Dcoat.com Download page. This Applink info should be pushed WAY more on 3D-Coat's Downloads Page, with a clear infography, with apps icons, so that people understand in a fraction what it's for. "Applink, even if the word is well chosen, never meant much to me. I barely ever saw it. A bridge between 3D-Coat and other apps is ultra useful. I've been needing that for 5 years and none of the 80+ artists in my Studio ever heard about "Applink". Damn... Years going through fbx or obj export + scale issues between apps when Applink would have solved a lot of that in 1 click. Cool anyway. Thanks Javis. Ask to update the download page with a way more visible "Applink" bridge section on the main download page. 3D Apps are like LEGO. If they fit together, Pro Studios insert them in their workflows. Applink is the bridge between apps. Showing that in Download page means (probably) selling more 3DCoat to Pro Studios. Bad marketing here Cheers. EDIT : All right... forget what I wrote, the development of Applink has been abandonned for years. Even though it's still on the Download page : Applink for ... ZBrush x86 v.4. Seriously ? Situation's way worse than I thought.
  4. I usually don't keep retopo files once the mesh is done. And I certainly didn't keep 3b retopo files that kept crashing I thought it was because of a wireframe error (usually caused by the retopo symmetry) but I retopo a mesh every 3 or 4 days and I tried many ways to avoid the bug. Thing is : it's not a wireframe error. Last thing I tried, before moving to 3DS Max (and latest ZBrush versions) for retopo, was to delete all the retopo object, but 1 quad. And even this 1 quad would make the export crash every time. So it's just the 3b retopo scene that becomes unstable for some reason and then the mesh is lost. Retopo object is there, but cannot be exported. I could work on 3D-Coat again and as soon as it happens, I could send you a file. But this has been happening for a while now and extremely often. Shouldn't be hard to reproduce the error I'm working on a cartoon environment at the moment. I'm gonna do some retopo again, then, in 3D-Coat. As soon as it happens again, I'll send you the file. Cheers.
  5. I didn't keep any of the retopo files that kept crashing. I thought it was because of a wireframe error (usually caused by the retopo symmetry) but I retopo a mesh every 3 or 4 days and I tried many ways to avoid the bug. Thing is : it's not a wireframe error. Last thing I tried, before moving to 3DS Max (and latest ZBrush versions) for retopo, was to delete all the retopo object, but 1 quad. And even this 1 quad would make the export crash every time. So it's just the 3b retopo scene that becomes unstable for some reason and then the mesh is lost. Retopo object is there, but cannot be exported. I could work on 3D-Coat again and as soon as it happens, I could send you a file. But this has been happening for a while now and extremely often. Shouldn't be hard to reproduce the error I'm working on a cartoon environment. I'm gonna do some retopo again, then, in 3D-Coat. As soon as it happens again, I'll send you the file.
  6. I've been using 3D-Coat only for retopology and unwrapping for about 5 years. For a long time 3D-Coat was crashing when exporting retopo as fbx. But the fbx export changed to 2015 and this worked better. Anyway, because of that export issue, I got used to save the file (3b) and only then export as fbx. If 3D-Coat crashed I could always reopen my last save and retry to export as fbx. Which usually worked fine. But since a recent update (about a month or two ago?), when 3D-Coat decides to crash while exporting the retopo (obj, fbx or any other format doesn't change a thing), it doesn't matter how many times I reload the last save an retry : the retopo is dead. I can reopen my file, my work is there in the retopo room. I can work on it. But I can't export it anymore. I lost so many hours in the last 2 months that I moved to 3DS Max and its ultra unintuitive shortcuts, its ugly display and terrible viewport controls, because it was the only solution to work in a more stable environment. You want to improve the retopo room ? Give us a way to check the mesh for eventual errors that would explain why a mesh is crashing the app everytime we try to export it. As it is now, it's just not usable anymore. And I very much regret it.
  7. Thanks @Front. Best solution By Far. Doing so one doesn't even need to name objects. But hiding some remains a pain in the ass. In RizomUV, just by hovering any geometry : H, hides it, I isolates it, Y unhide all. So F***ing useful.... RizomUV opened a thread on their own forum : "Vote for new shortucts". User decided by their votes what seemed logical. And RizomUV coded their choice. That's how users' feedback should be used.
  8. Damn those kind of threads where a guy rushes filled with anger talking about "bugs" in a software he doesn't obviously know much about. It's the same kind of ego that makes people call others "retards" just because they don't speak the same language and they never made an effort to learn and understand it. Each 3D software's logic is extremely different. Because it's been coded by different people. Get used to the logic behind an app's User Interface, that takes a while. And then criticizing it.
  9. A nice example of how amazingly selfish some people are.
  10. This "ignore backfacing" option never worked. Still, 3D-Coat's Retopo Room remains, by far, the best retopo tool around. But damn, if this could be fixed ! An option, by layer, to activate the snap/weld or not, would be amazingly useful. The time I loose, at every retopo, because of my vertices snapping on geometry that shouldn't even be taken into account because they're on the other side, really far from my clicks, is super annoying.
  11. Yep. 3D-Coat Retopo tools are great. But one always needs to keep Modo, ZBrush (ZModeler) Max, maya, whatever other software opened on the side. To export-import the retopo mesh and do some simple operations as a lasso selection to quickly delete some faces. That's a shame. Now is July 2018 and still nothing like that in the Retopo Tab.
  12. It's not smoothing groups that you need (3D-Coat SADLY doesn't understands smoothing groups at all). It's a subdivided mesh. If you talk about smoothing groups it means that you did your mesh in 3DS Max. So subdivide it with Meshsmooth (activate in "Surface parameters" the option "Separate by Smoothing Groups") and when it looks good in 3DS Max, then you export this already high poly and voxelise it in 3D-Coat. If you import a low poly mesh in the sculpt room, subdividing it from there won't get rid of the faceted aspect. It's like adding subdivisions on a low poly cube in ZBRush unchecking the "smt" (Subdivide Smooth Modifier) : you can get as many trillion polygons as you want, your cube will still look like : a cube. So : If you have smoothing groups information on your faces coming from a third software, no other choice than to subdivide your mesh in this same software which understands smoothing groups. 3DS Max has the latter, Maya has smooth/hard edges, ZBrush has polygroups and creased edges, etc. You can't expect all those softwares to fully understand each other. But instead you have to think ahead and prepare your mesh as best as possible before exporting/importing it from one software to another. If compatibility was 100% between 3D applications, 3D graphists would be able to sleep way more every day
  13. Paint both on one layer. Then duplicate this layer. And adjust these two identical layers Roughness and Metal Opacity. One layer will be roughness 100 Metalness 0. Ther other the opposite. I don't know why you did the job twice. When it was actually already finished. Sure separating both would be great. And I wait for this option for more than 2 years. But still, duplicate your layer and change Rough/Metal opacity takes 10 seconds and does the same
  14. 3DCoat is insanely better that anything else when it comes to UVs (Substance Painter is pretty good too). but BE CAREFUL : 3DCoat UV Packing commands generates serious bugs. Check the results and save in different folders to preserve your original baked normal maps and textures. - When I import a mesh with instances/copies that share exactly the same UV space, sometimes 3DCoat badword up the UVs when regrouping UV sets into one single UV Set. - Moving UVs from a UV set to another I had lots of damaged normal maps : big chunks of the normal map texture that simply disappear. - I just noticed another damn annoying bug on the mesh I'm working on : I regrouped and packed multiple UV Sets into one (using commands "Move selected faces to another UV-Set" ; "Unify UV" ; "Pack UV" and "pack UV2") And now some of my meshes normals are correct but some others are inverted (what should seem to be curved is now bumped). So my normals are all regrouped in one file but half of it is fucked. I don't know Substance Painter well enough and still prefer 3DCoat, but it seems their non-destructive approach of materials editing is more efficient... Damn it's gonna take me forever to fix that again... You'll see here that parts that obviously need to be curved are now bumped... https://sketchfab.com/models/1fa823b853ae43319be48fb9b2fa7139/
  15. Hi Ashington. Glad Carlosan helped you find a solution. You can follow the same logic using 3DSMax or Maya. Basically you need to create different Material IDs applied to different meshes (Multi/Sub-Object with Sub-Materials in Max for example) and you'll have the possibility to paint and hide separated objects in 3DCoat and each of them will have his own UV Islands that you can regroup later : automatically from the UV panel using the Unify UV command or manually by selecting UV Islands and moving them : on the top menu of the UV section, under Symmetry, you can see the name of the current UV and a command Move Selected next to it. So you select UV Islands and move them around to regroup and organise them. Careful though, save your work in different folders. Unify UV and packing commands generate loads of bugs (inverted normal maps, chunks of your textures that simply disappear, UVs' vertices that collapse, etc). It's great but not trustworthy yet.
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