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  1. This might not be the answer but could be. It is possible that you somehow changed the Snapping method to be used. It affects the relax brush as well. The second red arrow in the picture points to the spot to change your settings. The first setting has the more falloff curve and not linear you talked about. The other 2 settings are snap to closest along normal and the other one snap to nearest point. The first arrow points to keep bounds while smoothing and does what it says. This has less effect that the last two settings in the snapping method settings.
  2. Workflow baking highpoly lowpoly textures.

    Yeah, wording is always easy to misunderstand. I mis-understood, I thought you meant that you had baked the displacement map. OK, You have two models, one a low polygon, the other high polys but either have uv sets. I take it that you only want a the low polygon model to have a uv set. Here's what you need if I got it right this time. 1. The high polygon model does not need a uv set. Import into the sculpt room as a surface mode model the high poly moldel. You can import as voxel model but you will need enough voxel resolution to capture all the details. When ask about scale concerning the original model upon import select yes. This will insure that when you export the final mesh that it will be same scale as the original model. 2. In the retopo under the Retopo menu --- Import. Import your low polygon model. Snap it to the high polygon version. Only press snap to reference model if needed. I generally do any snapping to the reference model after I import if it is needed. Sometimes a few vertices will go off wild or not snap correctly. Generally if the low polygon mesh is made from the high, then no snapping is required. 3. Create your uv seams and unwrap for the uv set. 4. When baking choose what is shown in the picture. 5. The baking panel will be just like the one in my first post and first picture. The same rules apply. 6. Microvertex or in other words displacement baking requires a good uv seam layout to avoid artifacts in the bake. Side Note: Microvertex takes more system ram to let you know than normal map baking. You will be in Microvertex mode in the paint room where you can paint textures or add real depth, true polygon displacement if needed. Hopefully this time we all are on the same page...
  3. Workflow baking highpoly lowpoly textures.

    From your wording I think this is what your are asking for. Yes it is very possible and is one of the work flows available in 3DC. Import your low polygon model into the paint room using the method shown in the picture. Second picture. In the import panel, set your millions of polygons to 2x the times of your texture resolution. Example a 2k texture, should have at least 4 million polys but you can set higher This is what 3DC will use to create any more displacements if do anymore depth painting. 3DC does this internally. Side Note: You are just painting you said so it is for your FYI. Set the display mesh resolution to a higher subdivision level, so the low polygon will be displace correctly once you load your displacement map. This is no different than if you were loading a displacement map for a model in Blender. You would subdivide the model before loading the displacement map. Once the model is loaded: Create a layer for your external displacement map. Now go the textures menu ------- import ----- displacement map. This will load your displacement map you created external in another program. Paint away. When exporting the model, that is if needed make sure you choose to export the low polygon model not the mid polygon model, the one that was subdivided on import.
  4. Retopo room---Retopo Menu---deselect virtual mirror mode if selected. Press "S" on the keyboard to bring up the symmetry panel. Select Enable Symmetry and the axis you need.
  5. Newbie Needs Help

    Save the 3DC file with the created eye. If you need to append the model to the current scene you are working in do the below. Right click on the model or a vox tree layer and choose import 3B file. The file will be appended to the current one. Side Note: If the current scale in the new scene is different 3DC will give you a choice of keeping scale or changing the appended file to the new scene scale.
  6. Is there any reason why the software is so laggy?

    I agree there could be some more multithreading in 3DC. System , older 8 core Amd cpu, 16 gig system ram, 770 gtx, 4 gig of ram. Below an Autopo test. Autopo------ 23 million surface mode model to a 7,000 polygon retopo model. Time start of the calculation to the finish mesh, 27 seconds. 28,000 polygon autopo retopo mesh, time to completion 32 seconds. This does not include the decimation part, the less decimation you apply in the autopo panel, the longer it will take to calculate for the retopo mesh. This is true of all the software that has autopo. Also 3DC is not alone in crashing or failing running a autopo routine. Mudbox has crashed running it's autopo and again it generally is error in the mesh. General rule of thumb if it is taking a long time to compete is possible errors in the mesh. Does it mean always a error, no... In most of my cases, I have gone back and found self- intersections or interior voids which will cause Autopo to either crash or take hours to complete and still the retopo will not be any good. Autopo loves clean meshes, plus still in Autopo there are some lingering bugs I believe. I can work on 25 to 35 million voxel or surface mode models plus work higher than that up to 60 million but I would not as I still need ram for baking and working in the paint room. -------------------------------------------------------------------------------------------------------------------------------------------------------------- General rule of thumb there is, use larger brush sizes at lower voxel / surface resolution. smaller and smaller brush radius as you increase resolution. The retopo room can handle only a lower polygon count retopo mesh without lagging. 3DC will warn you when you are pushing the limits which is 50,000 polygons. There have been request to optimize the retopo for higher polygon meshes.
  7. Pose tool no longer colorful

    Not Sure what version of 3DC you are using but here is a sculpting shader that shows the red pose colors. I created it from another default shader. It uses what is called " Sculpting light". That is a form is shadowed on each side with the brighter part in the center. It revels form this way. It is created as a extension. Install from the file menu--- Install extension. restart 3DC and it will be in your shader list. I use Beta version 4.8.07 but should work in the last several versions and the one you download from the main 3DC website. Sculpting Shader.3dcpack
  8. Best 3d-coat workflow

    As soon as you start to paint on a voxel model, it is converted to a surface mode model, for your FYI. Painting directly on a surface mode model without a UV set needs a lot of polygons for any quality painting, It needs millions as it is vertex based and not pixel based. The more vertexes you have the higher the quality of the paint applied. Also there is no available height painting in vertex mode. The above does not mean it is wrong to paint vertex wise, just depends what your final product is to be used for and how it is viewed. I would recommend creating a simple object with enough polygons for the quality of the paint you need. Bake that to the paint room and see if you like the results. Then you will have an idea if it will work without spending too much time working through a complex model first. Side Note: If you are just using very basic colors then you can have less polygons for the model in vertex painting. Sometimes users will paint base coats to get an concept idea of the final texturing, bake that to the paint room and work on top of that. Highest texture quality is generally always through baking first and having enough texture resolution. Also laying out your UV islands to use the most space available in the 0 and 1 UV space.
  9. [Solved] Improve pinch brushes

    Generally the voxel pinch brush pulls too much material. I use it but only for some things. Another Method if you do not want to leave voxel mode is below. Surface mode brushes that are available in Voxel mode. Left tool panel. Pinch brush, This brush will locally turn the area that you are sculpting into surface mode. Once done pinching press the enter key to have this area voxelized. You must have enough voxel resolution to keep the pinch looking good or at least to establish where your pinching is located. I use the above to establish my pinching areas, it does a good job with enough voxel resolution. I leave the fine tuning of the pinch areas once I go to surface mode. I also have created my own preset pinch brush with my own settings. The example is quickly done using the above method and not shown for quality. Pinching was voxelized.
  10. 3D-Coat 4.8 Beta testing thread

    @Cakeller Undocking the UV panel in the UV room and moving uv-islands works on my end in beta version 4.8.07. This could be related to some of the problems that were in beta 4.8.05 where you could not move points in the lathe tool panel either. I would test beta 4.8.07. Shift -A according to the tool tip centers the model in the center of the viewport and scales to fit. I do not think it matters what camera rotation is used under the Camera menu.
  11. 3D-Coat 4.8 Beta testing thread

    Calculating Occlusion and Curvature maps are fixed as well... Thanks. Yes, to everyone keep a 3DC version that is the most stable for you and your workflow. Any beta can break things that use to work. The nature of Betas. You can run your most stable version and the newest beta. By default a newer beta will install in a different folder. Like another user said, I also keep about 3 versions of 3DC.
  12. Separate UVs.

    PM me if you want to use Skype for screen sharing and voice. I do volunteer at times using Skype as it sometimes quicker resolving a problem... There are questions I have about your workflow.
  13. Scaling problem again

    I have questions... Was the model created at the right scale in another 3D package. What was your import process to get the model into the sculpt room. Once that is known more advice can be given... Why the so low Voxel resolution model.
  14. 3D-Coat 4.8 Beta testing thread

    Beta version: 4.8.06. Under the Textures Menu also can not run calculate Curvature or Occlusion. I have not check other menus, but something seriously got broken in this Beta...
  15. 3D-Coat 4.8 Beta testing thread

    Downloads have not been updated as yet to 4.8.06... Not on Google Drive either. When you download you still get version 4.8.05