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paulrus

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  1. Thank you - yes those windows are exactly what I'm talking about. If we were back in the days when the app was called 3D Brush and having 8 gigs of ram in your computer was incredibly expensive and Matrox was still making video cards, then yes it made sense. We live in a totally different world now. I'd rather have everything in one location and then you could separate them by the tabs/buttons if you really needed super low poly stuff. For me, I'm using Unreal for outputting things these days, and with Nanite and Lumen, I'm not terribly concerned with working in low poly mode.
  2. I think that anything that can use an object as a brush, as a voxel import, as a surface import, as an object import should all be consolidated. There's no need to have folders that store objects for a menu called Poly Models, but then an entirely different folder for Sculpt Models and an entirely different section for Primitives and so on. It seems weird to have to put OBJs into different directories - or if you want to use them with different functions, you have to have duplicates. There should just be 1 folder for all of them and then all of them should be available for any function that can use an OBJ, FBX, STL, etc., in 3DC.
  3. One thing I've run across over the years (and perhaps I'm just doing something wrong) is... If a window pops up and you need to hit, "Yes" or "Ok" or "Apply", etc., and that window is sitting over your model, frequently the mouse click for the "Yes" etc. button manages to also quickly do something to the model underneath the window. It's like 3DC needs to make it impossible to modify a model when a dialogue box is waiting for a click - then when the click is made, do not register any clicks for perhaps .5 seconds.
  4. That's odd, because I'm getting 3 uv sets out of 3D Coat and I can see them in Houdini no problem. It's just when I load them into Unreal that I have the issue. Keep in mind, this is 3 separate objects with 3 separate materials being exported as one OBJ.
  5. Hi all - I have an object I'm exporting from 3DC to Unreal Engine 5.3. The model has 3 paint objects, each with their own UV set and material. If I load the exported OBJ into Houdini, I can see all the UV sets, no problem. But when I bring it into Unreal, it only brings in 1 UV map. I've checked and UE does support multiple UVs per object (you can see this being done in 3DS Max in this video). But there's something about the 3DC object that isn't working. Unreal complains about an XML error in the MTL file when I bring the object in. Any ideas?
  6. Thanks! Andrew is amazing. I can't believe how much this software has grown since I first started using it!
  7. I know this issue has cropped up in the past, but I can't find a solution that works. I am running into the "out of memory" please increase your virtual memory error. I've submitted the logs already a couple of times but I'm hoping to find a workaround because at the moment I can't load any version of the file I've been working on for the past week. My system has 128 gigs of ram, a Ryzen 3950, a NVidia RTX 3080, a NVidia RTX 3060, and 6 SSDs, one that's specifically dedicated to 3D-Coat's data folder & it has at least 1 TB of free space. I think I read it isn't system memory that's the issue but graphic memory. If that's the case, how can this be solved? I've had .3b files that were 2-3x larger than the one that currently keeps crashing. Any idea on what I can do to salvage my work? Thanks, Paul
  8. With 2023-38's auto updater on Windows, it's failed for me twice now. It gives me "Insufficient Storage" but I have 1TB free space on my C: drive.
  9. Funny thing. I posted this thread back in 2015. Now it's nearly 2024 and I came here ready to post the exact same question. I use 3DC for mainly texturing and sometime UV mapping, but I rarely get to do a voxel model. Now I've moved from production to teaching at a university and part of tenure is to do creative projects. I decided to finally jump back into voxel sculpting and the first thing that came to my mind was - what do I do when I've created a huge, highly detailed sculpt? I searched the forums, and the first thread is the one I posted. I'm assuming nothing has changed in the workflow since my original post back in the day.
  10. I have 1 voxel cube as a parent layer, a second voxel cube as the child layer. I have "Allow Live Booleans (BETA)" enabled. I have restarted 3D Coat after enabling this feature. However, the menu never shows up for me. See the attached screen shots.
  11. Nope. No stencils. I'm running the GL version if that makes a difference. I've been able to work around the issue. It's a beta afterall. Thanks!
  12. I'm running 4.9.06A so if this is a known bug that's being fixed please forgive my post. Attached is a screen shot of what I'm getting for a Curvature Map. Obviously this causes some odd behavior when I try to modulate materials and they are using the curvature map to determine where to paint and where not. I've deleted it and tried recreating it with various settings but I always get this type of map. Any thoughts? Thanks, Paul
  13. I'm using version I put in the subject line. Is there a newer version?
  14. In case anyone else is experiencing the problem of not being able to export with transparency, regardless of what you do to Layer 0, I just figured it out. Hide the AmbientOcclusion layer. It's 100% opaque, so no matter what you do, you won't have transparency in the alpha. I searched the forums & didn't see anyone posting this, so hopefully it's not a duplicate. -Paul
  15. I've been away from 3DC for a while now & had some questions on 4.7.24. First, I'm using a layer as a mask for other layers & have noticed that the only way I can get the masked layers to update is to bump the opacity of the mask layer. Is this a known issue? Is there a fix? Second, I'm painting on geometry that I've imported - not a model created from a voxel sculpt - and I've noticed that things like more on dent, more on bump, don't take any displacements into consideration at all. Is there a way around this? I've got a rough, cracked texture painted on my model & I wanted to use "more on dent" to paint in the cracks. Thanks! Paul
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