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3DCoat Forums
  1. Development

    1. Announcements and new feature demos

      This area contains official announcements from the Pilgway team

      793
      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.

      39.7k
      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

      504
      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.

      875
      posts
    2. Modeling

      Low Poly and High Poly modeling

      403
      posts
    3. Sculpting

      Tutorials related to sculpt process

      660
      posts
    4. 196
      posts
    5. Materials and Textures

      Information about materials and texturing with 3DC

      299
      posts
    6. Painting

      Tuts related to paint process

      509
      posts
    7. Photogrammetry & Scan

      Information related to Photogrammetry & Scan

      37
      posts
    8. General 3D and CG

      Learn from a range of 3D and CG tutorials.

      157
      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

    • Bill G.
      Hi! New to 3D Coat (v 2025), a former ZBrush user. My trusty old Wacom Cintiq is calibrated with an updated driver for Windows 11, 64-bit (driver is "WacomTablet_6.3.15-3", as directed by Wacom when indicating my Cintiq model and Windows OS version). This driver has the pen tip callibrated to the screen and is working fine in Adobe Illustrator. But in 3D Coat the focus point the pen is sculpting on is unpredictable in location and size. I'm looking at where I'm brushing and nothing seems to be happening. Then I see the new strokes in a different location inches away from where my pen tip is, and the brush size does not seem to match at all what I set. After several attempts I did notice a little dashed line going from where my pen tip is to the actual point of "action" on the surface of the voxel object. But that's no good. The action needs to happen at the pen tip, not elsewhere.  How to calibrate the Wacom Cintiq screen and pen in 3D Coat? I mean the mouse can do an amazing amount to rough a figure, but I've got a GREAT (if old) 21" Cintiq dying to do some dynamite sculpting and texturing! Please give direction. I see great stuff done in this software and want to be part of it!  FWIW, I'm a former software evangelist for Macromedia, and am trying to move other medical illustrators to 3D Coat. But I have to demonstrate good results to be persuasive. So help me, and I may be able to lure some more strong talent this way. 
    • philnolan3d
      Thanks a lot. I'll check what songs I used and adjust. 
    • Elemeno
      mine seems to be fine , how the normals aare quite sharp on some of the smoothing , other than that it seems fine
    • Carlosan
      look as Y channel inverted...   * Gemini answer: (hope this help) When exporting normal maps from 3DCoat for use in LightWave, you typically need to invert the green channel (Y-axis) of the normal map in LightWave's material settings.  This is necessary because 3DCoat defaults to a +Y (green up) normal map orientation, while LightWave's normal map implementation often expects a -Y (green down) orientation.    Steps for Proper Export and Import In 3DCoat: Export your model (OBJ format is often recommended for compatibility) and the associated normal map texture. 3DCoat's default export settings for normal maps usually work, but be mindful of the +XYZ orientation. In LightWave Layout: Load your exported low-polygon model. Open the Material Editor for the surface. Add a Normal Map node (or equivalent bump node configured for normal mapping). Load your exported normal map image into an Image Editor and connect it to the Normal Map node. In the Normal Map node's properties (or the image node's settings, depending on the LightWave version and workflow), find and enable the option to "Invert Y" or "Flip Green (G) Channel". This corrects the axis difference between the two applications. Ensure the texture image node for the normal map is set to Linear Color Space (or non-color data) to prevent incorrect color correction from being applied, which is standard practice for normal maps in most render engines.  By inverting the Y channel, you ensure the normal map correctly describes surface details in LightWave's coordinate system, preventing lighting errors and inverted shading. 
    • AbnRanger
      Actually, that is the wrong use case for this tool. It is strictly for creating a shell (2-sided object with some degree of thickness) of a contiguous (all attached faces) group of polygons. What you need to do in this case is CLONE the selected faces (cloning will move the new mesh copy to its own separate layer). Once that new mesh is created, you can then select the faces > click on the SHELL tool. 
    • philnolan3d
      I'm a little rusty with exporting. I did a 3D scan of a banana for fun. I brought it into 3DC and did retopo, UV, and baked the textures. It looks great in 3DC! So I export, load it into LightWave and it looks good in Modeler, but when I try to render parts of it have bad shading. I narrowed it down to the normal map. Any thoughts on what it could be?
    • Mihu83
      @Elemeno Hey, could you check Smooth functionality with SHIFT key in Sculpt Room? My impression is, it doesn't work properly, even with very low(100 - 300k) Voxel/Surface mesh and it doesn't matter if it's regular Smooth or Powerfull smoothing, it makes barely any changes.
    • Elemeno
      i believe its been around for a while ive just never use it so dont bother keep reporting it , but opportunity arises so i must   
    • Elemeno
      thats nothing , once you do a shell , trying using split rings on the side lol (bug btw) @Gorbatovsky
    • Mihu83
      That's weird, because I was definitely using it for individual faces/strips of faces and it wasn't behaving like that... at least not always.
    • Gorbatovsky
      The tool has been working like this for 10 years now.
    • Mihu83
      @Dmitriy Nos Okay, maybe I'm doing something wrong, but I've encountered strange behavior in Retopo Room - when I select some faces on the retopo mesh and choose the Shell option, the rest of the object is deleted... Been using this tool many times and it was fine.  
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