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  1. Development

    1. Announcements and new feature demos

      This area contains official announcements from the Pilgway team

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      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.

      39.5k
      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.

      966
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    4. 3DCoat AppLinks

      This section is dedicated for AppLinks beta testing

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    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.

      747
      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.

       

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      posts
  2. General

    1. General 3DCoat

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

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    2. 5.3k
      posts
    3. CG & Hardware Discussion

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

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      posts
    4. SOS! If you need urgent help for 3DCoat

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

      7.5k
      posts
  3. 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
  • Posts

    • Richard A.
      I have a character that uses UDIM and I need a proper way to load up all maps for him (Diffuse, Normal, Bump, Specular and Gloss maps) and for all parts (Head, Arms, Legs and Torso) and then need some advice on how to make sure when I'm trying to heal up noticeable seams I have the correct settings turned on so all the update brush strokes to the maps are applied correctly.  Thanks so much Richard 
    • Elemeno
      i think this was moved?? the original post was issues with surface detail , i used voxels to recreate the original mesh that was in the image , while doing so i added resolution to the mesh and the mesh became very blocky , carlosan said it was due to voxel mode and then a restart i recorded this footage of the voxels smoothing like normal  
    • Carlosan
    • Oleg Shapov
      What exactly?
    • Galnart
      I wanted to do that before too but the upgrade button will be inactive until they'll release the next stable version. At first I thought it was because I couldn't upgrade at a set time in the year (december was what I preferred) But the positive side of this is that they won't take our money and give nothing back, then it would've just been a maintenance license or something. It's less convenient than it could be, but it's still one of the best business models of 3D software if we're not counting blender They're getting the next stable version ready ASAP!  
    • Vexod14
      Hi there !  I wonder if it could be possible to have other blend modes than the standard triplanar fade we have when using cubemapping, especially with stencils. Since they can often be in grayscales, it might look better if the blend zones use for example a min/max logic, where brightest pixels stack over darkest ones. Tell me if you don't see what I mean ^^"
    • Carlosan
      Please try this version https://drive.google.com/file/d/10GmUvdth-CAJjhm2FuzWbt00Zw9KR7XV/view?usp=drivesdk Remember to enable the Python Terminal extension in the Extensions window
    • Ctc_nick
      Oh hey, I have overlooked that. That is great. I was surprised Maya uses an QT UI as well.
    • Elemeno
      Desktop 2025-04-27 13-44-21.mp4    
    • Mihu83
      Gonna try that, but I might have found a bit different way - probably won't work for every piece of sculpt, but I'll be fine with that. So, the way would be - Plain mesh(no details) > Auto retopo > Sloppy UV's> Baking> Painting(Depth Only)> Paint mesh to Sculpt mesh> Reprojection to lower res copy of the object. I might combine this with Zbrush Noise maker, but that won't be needed for most parts, I guess.
    • wendallhitherd
      Hey there! Sorry if this is the wrong place, it is more of a general dev question: is it possible using the API to grab a render or screenshot, and the current view + camera data? If it is possible I'd be happy to create a "grabdoc" like feature. I know there is grab depth along Z but I would like to grab a screen-space view of the current camera and use it as a stencil. Reasoning being: I am processing some scandata and I love how well 3DC handles the dense geometry with texture mapping baked into the voxels (yay!) but there is usually an empty side of the object. The easiest way to fill this empty side in is to switch to voxel mode, sculpt it a bit, and then stamp on a projection texture from a textured side of the model. I am also aware of the paint mode transform texture tool, which is very similar to what I'm wanting to do here, but it only works in paint mode and doesn't make a stencil. The functionality is less generically usable than a stencil because it's baked into the tool as a sidebar, I love the effort being put into python lately because it allows me to smooth over my own art workflows from the difficulty of the UI similar to how toolkits like HOPSCutter for Blender are specific UI setups built around a specific thing you're doing. In that case, it's a scalpel for boolean hardsurface. I think exposing more python will allow the community to grow their own workflows that will take away a lot of the frustration. For a feature like the grabdoc tool, I imagine I'd need api hooks to: - get the viewport camera - render out PBR maps from the viewport ( albedo, metallic, roughness ) to a textureset - Reload those textures as a new stencil with full pbr maps
    • Elemeno
      oh ok, you means this? no worries i was just saying and nice! i didnt see the previous about python , other than allowing users to write their own addons , are there any other benefits of switching to python?
    • Carlosan
      It is not a release, it is a BETA. things not working as intended because we are migrating to Python (as you can read previously) to let the users create their own addons. This is the function of the free beta release.
    • Elemeno
      2025 .01 is probably the most unstable release so far... lots of things not working as intended ...    hopefully they release a stable version soon that hasnt had any new features and just allows the software to work as intended 
    • Carlosan
      yes, download manager it is not working. with the release of version 2025 all the system is under revision.
    • Mihu83
      That does not change the fact that 3DC is closing when I click update manager and auto update site doesn't show up. Also, I've been using auto update to jump between different versions without a problem.
    • Carlosan
      You need to login to your account to download older versions
    • Mihu83
      Hey, something is not right with update manager inside 3DC - I'm trying to "downgrade" to slightly older version, but whenever I'm clicking on update manager, either on start screen or top bar, 3DC is just closing and nothing happens.
    • GZSZ
      I think the carving mode color grouping function is necessary. People need to relax by grouping different colors, so that they can easily obtain a hard surface and a smooth surface, but I haven't found the relevant function yet.
    • GoG
      Rewritten UI in python sounds great, if it doesn't sacrifice performance (I personally don't think it will). When is the new UI rewrite rolling out? I have been sticking to 2024.27 because ever since 2024.32 the viewport gets laggy when I turn on VSync or limit 3dcoat's fps in any way (maybe something to do with the new shaders cuz I noticed some changes in unknownshaders.txt between versions)
    • Carlosan
      Elemeno, you are working on Voxel mode... Mihu, try creating the low model on Modeling room, send it to Sculpt surface as multiresolution base mesh, bake and export   Or create Voxel mesh using Live Booleans
    • Carlosan
      The dev team is afraid of this issue Thanks for point it up
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