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animk

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  1. Might need to check if windows version has the same issue. I tried the windows version in lutris it also crashes when performing such tasks (not tested on the real windows 10 or 11)
  2. It's just a generic_bust_male model from 3d coat, autoretopo it and bake 16k ppp. Then bake either AO or cavity. It exits as soon as open the bake option window. I tried it on linux mint it still crashed. It shows in the terminal malloc(): unaligned tcache chunk detected "Aborted (core dumped)
  3. Ubuntu 20.04.6 LTS Baking 16k AO or cavity map crashes 3d coat. Exit instantly as opening the baking window my machine: Kubuntu, RTX 4090, 64 GB memory
  4. 2024-03-19 03-27-49.mp4 Is it a bug? Linux 2024.06 Sculpt normal depth on a painting object, symmetry smoothing doesn't work when inverting the brush. Edit: it works when inverting the brush using ctrl, it doesn't work when the invert tool box is checked.
  5. No, I am not experiencing this, there are 2 launchers in the linux version folder, one of the launcher always crashes upon opening files, the other one is fine. I am on Kubuntu.
  6. I would like to use modeling room to model some standard hard surface objects so I don't need to retopo them.
  7. I would like to have world orient as default too. For now I assign "w" as hotkey for "reset Axis"(w switches to move mode and reset the orient), it's easier than press the button.
  8. I never understand why this axis constraint in blender is a good feature, I personally find it very difficult to use. I need to remember which axis the movement is and look at the keyboard to press the x,y or z. A gizmo is much more convenient.
  9. I tried to install the extension in 2023.37 linux version, but nothing shows up in either brushes window or preset window. Can anyone please confirm if it's working in 2023.37? Thanks
  10. I upgraded on the 30th July without any problem, I waited for another 12 months<13 months after the first 12 months period for the discounted upgrade.
  11. The main difference between sdf and 3d coat's voxel is non-destructive workflow, if 3d coat has non-destructive boolean it will be amazing.
  12. I don't know... those AI generated image really changed my perspective on the future tools. It's not yet 100% automated for non-random works but human input is drastically reduced. It may come to 3d at some point. If the final sculpt is rarely changed, why is the urge of needing quad multires, sculpting on multires kinda sucks, unless it can handle crazy poly counts like ZB, but still the freedom is limited once the multires is built.
  13. If that's the case the final sculpt shouldn't be off too much from the retopo version, so why not just retopo when the final sculpt is done, doing retopo in the middle of sculpting process makes no much sense. There's also no need for quad multires, because there's much more freedom sculpting on live clay... The retopo is done at the final stage anyway.
  14. What I understand through watching zbrush videos and my 3d coat experience. In ZB it let artists retopo and UV half way in the sculpting process then use multires to add final detail while keeping the retopo and UV. In 3d coat it only let artists to do retopo and UV after the final sculpt is done. If minor adjustments are needed, such as tweaking proportions after, while keeping retopo and UV, in ZB it can tweak the lower res mesh, in 3d coat it uses conform Conform Retopo Mesh. If substantial changes are needed, such as adding extra horns or cutting an hole, it requires rework of the retopo and UV in both ZB and 3d coat regardless which workflow is used. The difference between these two workflows doesn't seem that huge. It's most likely just a personal choice if the artists like to sculpt on multires or live clay...I personally love sculpting on live clay, sculpting on multires requires unnecessary subd level to the whole thing just for the details at certain areas (I feel this is quite restricted in blender but in ZB it's not an issue). 3d coat is not a 2.5 program, not sure if it can reach zb performance if quad multires is added. So the main issue is retopo and UV, how we place this process in the workflow. I wish in the near future AI era we can get human quality auto retopo and auto UV, so it doesn't matter how many times we change the final sculpts these can always be redone with a few clicks.
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