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3DCoat Forums
  1. Development

    1. Announcements and new feature demos

      This area contains official announcements from the Pilgway team

      786
      posts
    2. New Releases, Bugs Reports & Development Discussion

      This is a section of the forum specifically for final and beta releases and discussing new developments. Also to report any new bug found.

      39.6k
      posts
    3. Linux Releases

      This is a section of the forum specifically for final and beta Linux releases and discussing new developments. Also to report any new bug found.

      987
      posts
    4. 3DCoat AppLinks

      This section is dedicated for AppLinks beta testing

      3.3k
      posts
    5. Coding scripts & addons

      SDK, scripts & addons development. If you want to create or share custom scripts & addon for 3DCoat, you can find the information here to do so.

      784
      posts
    6. Feature requests

      Feature requests are the basis for 3DCoat to continuously grow upward and outward

      Suggestions for development should be also submitted to support@3dcoat.com
      This is a community forum, and sometimes any suggestions here are likely to be missed by people who make those decisions.

       

      8.7k
      posts
    7. SOS! If you need urgent help for 3DCoat

       Any urgent matter that needs to be dealt with as soon as possible

      7.6k
      posts
  2. General

    1. General 3DCoat

      Discussions related to 3DCoat, and also share ideas for improving the program.

      58k
      posts
    2. Basics & Interface

      Questions and answers regarding general usability

      2.5k
      posts
    3. Questions & Answers

      Ask questions that other users can post answers to. Answers can then be rated by other users and the highest rated answers are shown first.

      2.8k
      posts
    4. 3D Printing

      Discussions related to 3D Printing

      479
      posts
    5. CG & Hardware Discussion

      CG meeting area. General Discussion, News, films, games discussions, etc.

      13.6k
      posts
  3. Tutorials, Tips and Tricks

    1. Beginners tutorials

      A Beginners tutorials for 3DCoat shared by the community.

      871
      posts
    2. Modeling

      Low Poly and High Poly modeling

      409
      posts
    3. Sculpting

      Tutorials related to sculpt process

      656
      posts
    4. 192
      posts
    5. Materials and Textures

      Information about materials and texturing with 3DC

      298
      posts
    6. Painting

      Tuts related to paint process

      505
      posts
    7. Photogrammetry & Scan

      Information related to Photogrammetry & Scan

      35
      posts
    8. General 3D and CG

      Learn from a range of 3D and CG tutorials.

      153
      posts
  4. Artwork

    1. Finished Projects

      Use this forum to show off your art work, ask for feedback, offer criticisms or write about your techniques and processes.

      17.3k
      posts
    2. 3k
      posts
  • Posts

    • Carlosan
      The scale is 1000 because 3D Coat is using millimeters and Reality Scan meters. So going from 3D Coat to RC you need to multiply with 1000 to go to meters. Zbrush is not using real numbers for measurements.
    • Carlosan
      Godot Engine 4.5.1 maintenance release has arrived, bringing nearly 100 fixes to ensure a safe and smooth experience. Update: https://80.lv/articles/godot-engine-4-5-1-launched-with-nearly-100-bug-fixes    
    • Dmitriy Nos
      In 2025.11 the offset is in place.
    • Sal_GC
      Thanks! I resolved into just doing it that way. Overriding the UV map. I'll keep it mind for my next model.  
    • Sal_GC
      Hey there Wease! I have also encoutered this issue. Glad you brought it up. I did find this sort of workaround that proved very useful. In the upper right corner aside to the camera icon, near the action bar, I use the "custom menu" option to store that command there and invoke that menu via shortcut. Since I usually use it with the other options, it is easy for me to have them there all at once. 
    • Fei 01
      I could not find the offset button on the curves tree RMB menu, nor when I directly RMB the curve. I'm currently on version 2025.05. Thanks.
    • Elemeno
      walk before you can run , my approach when working with anything being organic or hard surface etc , i make the high poly (most detailed) first , i then decide how low poly i wanna make the final mesh and then go about retopologizing the high poly , once thats done depending on how my mesh is situated meaning am i holding anything or will anything cause were ambient lighting , if so i explode the mesh , basically you get everything ready uvmap done etc , then separate parts of the mesh and move them away from each other , that way when i bake them they wont collide with each other and give that (shadows where there should be none) look , after i put the low poly back together , then use the normal map ,  ambient map etc and then start my painting    if you wish to bake details you need a high poly mesh fore the low poly mesh to take data from and give you the normal map you wish .    hope this some what helped
    • Richard A.
      Hi, Sorry, life in the way here again. As mentioned I am going about this sort of backwards.  I have an older merchant resource set of maps for a 3D figure, there are allot of shadows where there should be none and other bits that don't look very good.  So I smoothed out the diffuse to blur it out and repaired all the shadowed areas (Imagine a torse, ab area, one side has no shadows, clean, nice.  The other side looks like the photo was taken in a room where the light casts a shadow on that other side. it was a mess.  It's fixed now.   But then I needed to go back in and put in all the detail info like pores but I decided to work on the specular / bump so I could work in black and white.  What I want to do is bake that info into the diffuse map in hopes of 3DCoat generating a clean Normal map.  I tried generating one with the old diffuse info and it was a pixelated mess on parts and other parts looked just OK.   I working with a low poly imported OBJ.  If I need to make it into a high poly OBJ , not sure how to go about doing that.  It would be nice to have an option to upscale it within 3DCoat.   Again, sorry for the late reply.  LIFE!  
    • Carlosan
      Evil_Weasel  Hi! A little report on Modeling/Retopo room. There is very often used command, to toggle low poly wireframe display ON/OFF, in 3ds Max we have it on F4, and I use it all the time. In Coat it is hidden in that drop down list, and when you hover over those commands, it shows standard tooltip - press END to assign shortcut, but it doesn't work for those commands in the list. Instead it creates shortcut for "choose checker style" which basically does nothing   So... You can't have a shortcut for Wireframe, which is very annoying in poly modeling.  
    • Carlosan
    • Elemeno
      seems fine , cant seem to replicate , this is 99% decimation from 5.8 million
    • Elemeno
      i just tried a tree mesh i have and didnt get any decimation errors..  ive got a few birch tree ones ill try them
    • Toxo
      It does happen with pretty much any object but not all.They all come from reality capture but as soon as they are voxelised it shouldnt really matter. I'll try a few other meshes and see how common it is.
    • Dmitriy Nos
      I tried the same thing with photogrammetry objects. I didn't see any glitches. More steps are needed. Perhaps there's a problem with your specific object.
    • Carlosan
    • Dmitriy Nos
      Hello! Upload the model directly to the Retopology room and create a new UV map.
    • Sal_GC
      Hi there everyone! I hope you are doing fine.   I am having some trouble regarding a poly group UV I created by accident.  I modeled some object in the Modelling Room. Accidentally I did an "AUTO MAP" command and it created seams and did the unwrapping. What I am trying to do now is to erase the UV associated to this polygroup, as I wanted to do it by hand. I understand that if the geo was created elsewhere (Modo, 3DsMax, Blender...), the UV map can be deleted there before bringing it to 3DC. However, is there a way of erasing UV maps associated with geometry created in 3DCoat directly?  Thanks for the help everyone! 
    • Carlosan
      Truong CG Artist and Mushō-genshin released ANASTOMIA, an artist-focused anatomy software for side-by-side comparison of 3D muscles and skeletons from different species. ANASTOMIA lets you view and rotate two 3D models side-by-side, making it easier to compare anatomical features. It also includes a selection of shaders, each tailored to highlight specific aspects of anatomy for more focused learning. To stay updated, subscribe to the newsletter, and apply the code FREE when purchasing ANASTOMIA to get the software for free.
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