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Found 109 results

  1. Polish/smooth mesh?

    is there a way to polish/smooth a mesh in the Sculpt room with a command instead of doing it manually? thanx
  2. Identify holes in surface?

    When running the Geometry menu and choosing close holes, the popup is aware of 50+ holes. I ask it to close them, some tiny holes that were not easy to spot such as single triangle become large, however, hole fill appears to have failed. Can I some how highlight the holes instead or cycle through them with camera aligning to the hole with previous and next buttons to navigate? As it is surface, the mesh have some areas that might be considered a hole but is not, eg window or door cavity with no thickness . Perhaps this causes the failure. I could manually repair actual holes if coat could show me where they are.
  3. I cannot post to bugs forum yet, please move to there. When pressing shift or shift+ctrl to switch to one of the alternate brushes like smoothing, reduce or anti-bump, presumably it is not meant to take on the behaviour/effect of the active main/primary brush in use?(brush sizes/alpha etc yes, but not the properties that make a brush unique from others, like pinch or flatten) Copy Clay when using either alternate brush will apply it's effect(sample or stamp mesh data to volume) then apply the alternate brush effect, such as smooth or add detail. Most tools don't seem to behave this way, so presumably it's a bug. I noticed with Freeze brush, hold shift to toggle brush like reduce which clearly is not smoothing, it will smooth out any mask selection, actual intention of the alternate brush doesn't happen(neat that you can smooth freeze like this but caused some confusion of how these alternate brushes with shift/shift+ctrl weren't working), similar behaviour with Surface Hide, however it doesn't toggle hide/unhide with alternate brush modes, which is what I'd expect, hence I think Copy Clay is behaving incorrectly.
  4. Unable to post in bug forum, please move there. I used some live clay and made detailed sculpt area, then use Copy Clay tool to sample and apply elsewhere on the mesh, I noticed that once I sampled this data 3D Coat become quite laggy/stuttering on Intel skylake i5-6500(quadcore 3.2GHz 4 cores/threads). While bit difficult due to very low FPS, if I navigate mouse to tool options and clear data the CPU usage for Coat dropped down from 70% to 10-15%. I also tried hide the layer, no effect. It turns out that Blend being enabled caused the high CPU load, if disabled, CPU usage is still higher(averaging about 20-25%), clear data will be equivalent of changing tool which brings CPU usage back to normal(unless return to the tool). When changing tools sometimes I noticed the sampled mesh data appear in grey like when using import or primitives tool. I imagine while it is not visible when using the tool, perhaps 3DC is interactively moving this mesh around still, so the denser the mesh data sampled, the more intense on the CPU? Any reason to do this, if there is no interactive preview, then perhaps the tool should not have high CPU usage doing whatever it is doing non-stop and just apply when user clicks? I imagine the CPU usage is higher for blend enabled because it's interactively blending in advance before applying when clicked? The brush only seems to apply by single click, not applying multiple instances along a brush stroke, so it seems like this is a bug to me.
  5. Sometimes when doing boolean operations they fail, the error is long and usually about intersection. Adjusting and trying again(especially with say muscle brush) this can be frustrating process... Any tip on how to resolve? Is it just bad geometry or lack of or too much triangle density/difference between the two volumes?
  6. Using the flatten tool on sculpt room surface volume, I finally get hang of controlling the plane(but it'd be really great if there was way to control more precisely the plane with transform tool?). What I don't understand is that the flatten effect has a certain depth/volume like area of effect. If I have flat surface and protruding shape, I can set the plane to the flat surface and brush through the protruding object. I notice that it may only flatten to a certain depth/height. The depth setting of the brush does not affect this nor does the brush alpha seem to matter. If I increase the brush radius/size however, now the unaffected surface area is flattened too. Is there a way to control this so I can use small brush size but still affect a large height/depth? Also why is the polygonal lasso tool not available for brush like this? (same with the clean clay tool when wanting to remesh/decimate specific region). They both seem to be affected by the effect being related to the brush size/radius, I imagine that is why.
  7. I do not have permission to post in other forum like bugs/feature requests. Please move to appropriate forum. I used in Sculpt Room, the top menu Geometry -> Smooth All. I later find out that to just smooth tangents I need to set smooth degree to 0. While experimenting with this feature, I noticed that there is no cancel, press escape closes the window, but applies the effect, you have to undo the operation, no way to prevent it being applied once the pop up appears.
  8. Please move to bug forum as I'm unable to create posts there for some reason. I used the Sculpt Room Primitive tool, I selected a cube from the models tab where alphas and such are for brushes. I enabled Click to Place, Scale to Brush Radius, Use Stroke Direction. I place the primitive on to an existing surface(eg another cube), it looks correct, I can keep placing it. If I change my mind and choose a different model(or just click the same cube model again), the latice deforms. To correct this one must click reset axis(or reset primitive), then select the model to load again, the latice will be corrected, which avoids distorted mesh, although orientation was lost(I'm not sure why orientation was changing slightly in the first place). You may notice that the reloaded mesh/model had grown in size, this is a 2nd bug, just keep clicking the model icon to reload it, it will grow in size progressively to a certain point(not sure why there is a limit). This 2nd bug occurs when scale has been altered(only seems to affect smaller scale not larger than original scale). So altering scale via transform/lattice toggle or Scale to Brush Radius cause this error. 1st bug is related to Use Stroke Direction. Using Transform/Lattice Toggle and scaling/rotating the model, repositioning it with Click to Place and reloading the model doesn't appear to distort the lattice, but slight rotation offset can be noted of the lattice from the model, this fixes itself(applies incorrect lattice transformation to model) when transforming or repositoining the lattice/model(Click to Place or Transform/Lattice toggle gizmo). I noticed no difference with Use Stroke Direction(just testing now). It was when the scale was made smaller like Scale to Brush Radius setting when enabled that the lattice distortion was more evident from a rotation. No rotation, just click to place with Scale to Brush Radius and small brush radius, then reload the model, the lattice has enlarged but model stays original size, use Click to Place without scaling to the brush or use gizmo to move/transform the shape and it will then apply the lattice to itself, if you load another model in again instead of a transform, it will also apply the lattice(increase scale), then grow the lattice again with the model being replaced with larger size model. I have tried with Use Stroke Direction on different sides of the cube I was attaching the primitive model to, the lattice behaves differently(no orientation via Use Stroke Direction, and just Click to Place and Scale to Brush Radius results in lattice growing equally all lengths), on the top face I was noticing only scaling in the y axis, it also adjusted the orientation on that axis.
  9. If you have a hole that is not a usual hole shape(eg an L or U, a line shape hole if you will) these seem to have problems closing, especially so if you have a ring shape hole with outer and inner surface(within the same volume) and you want to merge/connect them as a single mesh, understandably this is something tools like fill holes and poly remove(with remesh after) seem to struggle with. In addition to that, if I have a surface with the edge chipped of, like... ___n___ where the n is missing data, I have noticed poly remove with remesh enabled also can struggle here. How do you go about closing/extending? I have tried booleans in the past with varied success, the muscle brush has worked the best requiring some extra cleanup work after, but struggles in some situations giving failed boolean operation often.
  10. I have been using the clean clay tool with reduce/decimate/remesh to control triangle density in areas. Recently I have sharp edge that I'd like to keep the hard edge(I create with using flatten tool) but the current approach I use doesn't seem what settings I try, the triangles get reduced but it cannot seem to reduce keeping the hard edge shape(90 degree like a box).
  11. Scrape brush?

    Is there a brush that behaves similar to flatten for surface volumes but can use a curve? Imagine, half cylinder shape, and i draw a line along the round surface to get curve/profile. Could I then use this to as a brush to scrape off excess and/or fill the surface to that curve?
  12. Select with primitive volume?

    Is there a way to use a volume or primitive to select polygons within it's volume? So placement and scaling like import primitive tool but rather than boolean to a surface, selection instead?
  13. Can't create UV of sculpt

    I'm trying to unwrap a UV of my model so that I can bake it and bring it into Maya. But I'm not sure of the process needed to do this. Any help would be appreciated Thanks
  14. Similar to how retopo features allow, I would like to be able to have a volume/layer that I can use to affect my active volume/layer. For example if I had a cube or sphere as reference, then my sculpt layer may be influenced/constrained by that layer. On a flat plane intersecting the sphere volume through the center, perhaps the sculpting could build up but not further than the form of the sphere, similar to a boolean operation. Like wise if the plane was above the sphere, I could push the surface of the plane to conform against the sphere volume. It is useful for sculpting where I can select a part, extract the surface(similar tools but they build a water tight extraction rather than if I select surface data I want, duplicate volume, invert freeze and hide/delete. If I want to use this as similar part to repair part of my mesh elsewhere, it is bit difficult without this sort of feature. Booleans often have trouble. Another use is noisy/damaged surface(scan data), I could repair this alright but have to be careful not to lose the original form too much(or the opposite, I have the proper form that I need the surface to conform to).
  15. 8 Classic Lamps, 3

    From the album 8 Classic Lamps

    All the sculpting I did in 3D-Coat in voxel mode, and Render in Unreal Engine 4. I did not use any post processing.
  16. In the sculpt room with Surface mode, I imported a mesh(too high for retopo room), there is a long line that is pretty much like a ring cut out, like a hole but with a surface within that hole. Close hole and other tools that would usually work in this case have trouble due to the extra surface within the "hole", how does one repair this? I have not had much luck with bringing the vertices together and welding/merging them. Some sort of way to pull verts/edges(pose tool or move seem to sort of work for this) then get the edges from both sides connecting(doesn't seem to be a snap/weld verts that works?) and flattening them in some way that they could combine into a planar surface, then repeating this to manually repair? Most of the approaches seem possible in the retopo room, any reason they're not available for Sculpt room? I noticed some brushes/tools have a real-time detection merge option but this didn't seem to work. My current solution has been adding a primitive cube that's been scaled and positioned to bridge the two sides, boolean add, tangent smooth to flatten it, deleting the sides of the bridged surface, and relaxing/remeshing the bridging surface(start/end have denser topology from flattened sides). If I repeat that process I can have better luck with tools for closing/patching the holes as it is more recognizable as a hole(doesn't handle it well if there are angles to the hole).
  17. The realization of death

    From the album Metin's 3D Coat explorations

    The realization of death — zombie head sculpture, inspired by Serge Birault concept art. More where this came from — metinseven.com
  18. Angry Moon

    From the album Metin's 3D Coat explorations

    Halloween is nearing, so here's an angry moon speed sculpt. More images: metinseven.com
  19. How to smooth text edges in Sculpt room

    Hi, How can you achieve smooth curvature in the Text tool result (voxels or surface) ? If you hit Apply in a layer with more than a million polygons, the text contours remain visibly jagged, like in a low-res voxel resolution. Thanks, Metin
  20. Black Squad Captain

    From the album Characters

    Hey, guys. Long time no see! I just want to share my latest project: The Black Squad Captain. I used Modo and 3D-Coat. I tried to paint the entire face and I'm satisfied with the final result. Hope you like it! :) Cheers, Dimitri
  21. Team Captain America

    From the album FanArt

    This is some kind of self portrait featuring the upcoming Marvel's Civil War movie. I'm joining Team Captain America! Also this is my first character render. The next one will be Iron Man - or should he be Iron Boy?
  22. Cold Shadow

    From the album FanArt

    Hi there! This is my last illustration project. It started in 2014 just with a clay render of the characters but I decided to rework the poses a little and then created a complete scene. It's based on the classic/cult game Cold Shadow, from the 90's. Hope you like it. Will upload more images soon. :)
  23. QuackShot

    From the album FanArt

    Hey guys! A new image from a classic game. This one is QuackShot, from Sega's Mega Drive/Genesis. Hope to animate this scene soon. :) Made with Modo and 3D-Coat.
  24. Hi, I was wondering if the following workflow is possible: 1: Sculpt a model using voxels and/or surface tools. 2: Use Autopo to give a nice quad topology to the mesh. 3: From the Retopo room, send the retopo object back to the Sculpt room, so you can sculpt on the retopologized mesh. I guess a workaround is to export the retopo mesh and import it into the Sculpt room, but I hope that isn't necessary. Thanks, Metin
  25. Snow Terrain

    Sup people. I used Coat to sculpt additional detail into the terrain. This is showcased in CryEngine 5.3
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