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About geo_n

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  1. I was able to import that sphere in both 3dbuilder and zprint 7.12 successfully with color. I did get the same out of memory error you got in 3dc. So its a 3dc issue. The file is from zbrushcore. It supports colored output by using vrml and embedded the polypaint into it. i wanted to try to import to 3dc and continue painting it but couldn't import it successfully.
  2. Sorry its wrl extension but its commonly known as vrml right? Here's a sample file with embedded vertex map. The 3dm file can be saved from windows 10 3dbuilder. I don't know if that's a closed format or can we import/export that in the future.
  3. Does 3dcoat support vrml, 3dm with vertex color embedded? Vrml is standard colored printing format. The colors can be embedded. 3dm is new format for colored printing which is used also by win 10 3dbuilder. Probably will be supported by mspaint3d. I tried importing vrml and 3dcoat just crashed.
  4. The way the smooth stroke reconnects on the last spot, do we have that in 3dcoat?
  5. Andrew is not reading the forums? Wonder if its easy to make.
  6. Yes its possible. But I wanted to eliminate PS from the process. So I can just stay in 3dcoat. No shuffling back and forth. Distort is pretty close to liquify but we can't use it on existing layer textures, only current projection.
  7. The shift layer tool has the smudge I tried. The pixels get really blurry. Transform tool is neat but probably will be more steps in this case. I can't touch the uvs in this case since the mesh is a template so is the uv so only the textures can be manipulated to conform to the mesh. A dozen different pants to conform to this mesh. Lol After 4 version of 3dcoat its too bad we don't have a real Liquify tool in 3dcoat. Maybe 3dcoat 5 will have it. Guess I'll have to keep doing the PS liquify and reload image in Lw workflow for now.
  8. I'm doing some very low poly painting for mobile games. Mostly projection and I wanted to use 3dcoat more but can't seem to find a tool like liquify which I still use a lot in PS. So I'm going back and forth with PS and LW to use liquify to fix texture projections. Smudge is not really doing a good job in 3dcoat. Distort only works during projection and you cant use it to fix textures already applied to a mesh afaik. I found some threads related to this Does liquify exist now maybe I just missed it in 3dcoat.
  9. About transparency, Andrew now added a new function to add black instead of gray for transparent areas. Its still better to make the output transparent. Modo supports transparent pngs.
  10. Gawd thanks! He said it " little known" draw mode. I never knew this. I've been importing and exporting stuff out of Modo just to paint models in exactly the same situations.
  11. I wonder if its possible to select specific topology in 3dcoat to paint them accurately? In Modo I'm able to select polygons specifically then paint them. This is useful for me in some projects where I use the mesh flow as paint flow. I don't know if I can do it in 3dcoat wthout tedious masking so I"m doing this kind of painting in modo. Here's a very simple example.
  12. Been that way since 3dc v3. When using png its hard to edit in pshop with that gray color everywhere, especially overlaying it on top of other graphics. The rgb should support transparency in png.
  13. Attention Png doesn't have alpha channel when opened in photoshop. So we need it to be transparent in the rgb channel. Just please add it Andrew. The png files always had a gray color in the transparent areas in the rgb channel which is wrong.
  14. Just watched your vid. If this is the way you want to work then its up to you. Using a background constraint in 3dcoat looks ok. We just prefer to make changes to a base mesh in zbrush like this video. In 3dcoat the tweak room can edit the mesh to an extent and then you can paint displacements back in paintroom but imho zbrush way is just easier. Is it because zbrush uses a poly based sculpting toolset and not an image based sculpting toolset? Maybe. Maybe the 3dc applink can make it easier but I haven't tried it for years if mesh edits are linked not just textures. But then again if zbrush works already in this case, no need to change unless there's something vastly superior. If it ain't broke don't fix it. I just know its very simple and direct to do things in zbrush in this case, in this part of the pipeline. I don't need to go through different rooms.