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  • Posts

    • But Carlosan, many concept artists, me included, use 3dcoat for hardsurface. It may sound not intuitive but we do because Coat offers a effective way to do boolean and shape sketch.  Just like Elemeno had mentioned, those are the problems which troubled me alot as well. To reach a higher fidelity and clean edge Coat requires much more polycount which makes it inappropriate for detail sculpting and modelling in the first place.  I decimate and bake normal maps to reduce polycount before export to other programs for editing. The inconvenience of later editing has bothered me alot but thank to the devs who made multiple decimate possible this process has been shortened from hours to minutes. I derived my workflow from Norris Lin's tutorial. He used Blender for mesh organization and SP for baking. I just combined those steps in Coat. There are other people who use Coat for beautiful hardsurface concept. I believe there was an interview with Bruce Yu. He is awesome, too. I haven't yet touch much Zbrush. Will do and try to bridge a workflow between both. But still, I do hope the devs can make continuous optimisation because I found the desire to use more and more polycount for hardsurface. I really hope Coat can make the link with Zbrush easier. I know they are competitors, but to be honest, there are already many artists who use both of them.
    • GTK is the bridge between the app and Linux. Although it may seem that "3DCoat" does not use GTK widgets, several thousands of GTK/GDK code lines are inside it. This code handles the main window, input events, and file dialogs. Input string dialogs appear above every entry inside "3DCoat," using GTK widgets. So you are right about proprietary GUI, which is drawing using OpenGL. Still, app and OS links are implemented using platform-dependent libraries. Web apps are free from such dependency. As an example, I have ported the core engine to WebAssembly and made a demo: https://collectallitems.com/ As you can see, it works on any platform. Using Cocoa to run under macOS, Win32 API for Windows, or GTK/GDK under Linux is unnecessary. I hoped to port "3DCoat" in such a way, but the web has enormous limitations. They are related to stripped OpenGL support, the absence of third-party libraries, and no multithreading. Therefore, for "3DCoat," there is no other way except to maintain and update platform-dependent APIs. I have installed Ubuntu 24.04 under WSL to try GTK4. I could write and build a simple GTK4 app, and it ran. Still, the resulting window has visual artifacts, and the console has several errors related to visuals/graphics. The standard and default "gedit" is not showing its window when running in Ubuntu 24.04 under WSL and the console has the same visuals/graphics errors as running my simple app. Therefore, I cannot get a working environment for GTK4 under WSL.
    • I think we are going round in circles! Some posts before I said I did an unwrap in Modeling room and you said this ruins the UV maps and I only have to do the bake command and return to Painting room. Then the discussion came up, why is the Unwrap in UV room working fine, but the Unwrap in Modeling room destroys the UV maps!? So what should I do after deleting a face, a line or a vertex in Modeling room, Unwrap and bake, or not Unwrap and only bake?? In general you are right. I do my best to make the model as good as possible, but as usual there is always a hidden bug somewhere. Then you need the Modeling room. I think that is what it is good for. If I can´t edit a model in Modeling room correctly, then I have to return to my design program, delete the problem I found in 3Dcoat and then I have to restart the complete process in 3DCoat! With a simple model like the one we've been talking about here, it´s easy and only takes half an hour, but with a model like the one shown in Picture_a, it may take hours, even days. A perfect cooperation within the different rooms is mandatory for a good software. And if there is a Modeling room, it has to ensure that there is the possibility to edit a model and then to return to the other rooms without any problems.
    • Sorry but for hard surface modeling it is not recommended to use a sculpture program but CAD (Fusion 360, MoI or Plasticity, to name few).
    • I suppose that when deleting faces they had a seams assigned and that is why the error occurs In that case, after deleting faces, you have to make a new automap and unwrap In any case, this process serves as an experiment, but it is common to make all the necessary changes to the model BEFORE moving to the UV creation and texturing stage. Applying textures and then modifying the model is not the right way to go. I'm moving this conversation to a separate thread to maintain order.
    • Even if I return to UV room do and undo a change to mesh and return to Painting room the popup appears and if I answer with ok the UV mesh is different to UV room. (in this case) Even if I go to UV room again and press Appl. UV Set and return to Painting room it has the same problem.
    • Yes this popup appears and I reply "yes". It appeas every time I did some changes in UV room and return to Painting room. No I don´t have OneDrive installed.
    • On Paint room, Didn't a appear a popup asking to apply uvset ? Try this after changing UVs on UVroom On Uvroom go to Commands category and Apply UV-set Do you have ondrive installed ? Sometimes there is Issues with OneDrive installed, if yes check this article  
    • Now I did it exaclty the way you described. Did the modifications in Modeling room, baked, returning to Painting room, faces had been visible, went to UV room, Pack UV2, and the result. UV room looks good, especially the UV map to the right. Pic10 In Painting room the UV map is broken. Pic9 There was no action in between the 2 pictures, just changing the rooms. No idea why. :-((
    • Thanks for your availability. Just missed email. Let's hope they answer..... Giovanni  
    • Thank you, yes this works. To me it´s only a question of logic.
    • I found Blender ACES settings not best suited like Maya Color Management. It lacks on this point. At work I was forced to work on ACES -I duno if industry changed to another standard for VFX- For personal work I stay on Blender vainilla. This addon helpme to change CM easily  
    • well, it is not how 3dc is working to re-project the old textures to the new UVmap go to UVroom (no Modeling/retopo room), use pack2 (like example) and then return to paint room. All the old textures will be reprojected to the new UVlayout.
    • Hi @Carlosan Thank you for your support. I will contact support, maybe they know a solution. I tried the way you proposed and it works, there is no distortion.  BUT: When I go back to modeling room and add a new face now, then do Bake and return to Painting room, the face is visible, but I can´t texture it. I have to got to UV room, Unwrap and return to Painting room, then I can texture the new face. Complicated extra steps and not understandable to me.   "IF you Unwrap & Bake, all painting layers are lost because texture pixels had changed the position, the UVs are different." Regarding this I do have a question. When we are in Modeling room; with the command Unwrap isn´t it normal that the mesh is rearranged and according to the new mesh the paintlayers, UVs, do have to be rearranged, so the texture fits the mesh!? By bake the new arranged mesh and texture layers are transfered to the Painting room!? When I do an unwrap in Painting room the mesh is also rearranged and the texture layers are rearranged accordingly. Because there is no bake command in Painting room, I do have to use the command Mesh - Take Mesh from Painting room in the Modeling room!? So I think funcionality of the same command should be the same in any room and in any sub-menu!? Thank you and have a nice weekend. Walter
    • Well for me it does actually not work, because I have Ocio Aces Colorprofiles in use. I still hope that Applink can handle this in the future. I dont know Is anybody still using ACES for VFX production today? Anyhow if you use ACES color-correction profiles in Blender, Applink or Blender still does not know what to do with the textures.  TypeError: bpy_struct: item.attr = val: enum "Non-Color" not found in ('ACES - ACES2065-1', 'ACES - ACEScc', 'ACES - ACEScct', 'ACES - ACEScg', 'ACES - ACESproxy', 'Input - ADX - ADX10', 'Input - ADX  
    • Did you copy the new files from C:\Program Files\3DCoat-2023\data\ToolsPresets\InstallAppLinks\Blender\files  to your actual Blender folder? I use the breakiest Blender Alpha Versions most of the time, for now 4.2 alpha  I dont use the installed versions, because i sometimes fetch each day a fresh version, and then I just copy that files to that Download Folder. C:\Users\ME\Downloads\blender-4.2.0-alpha+main.2d5a83f2941f-windows.amd64-release\4.2\scripts\addons\io_coat3D And it works! So it is not Blender 4. But if it is working for your Blender 3, then you could look if something is pointing to blender ver3 maybe. All the best!  
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