I'm really finding 3DCoat unsafe to use for painting overall and it's very worrying about the future to upgrade if Andrew and his team can't solve the existing bugs like painting with displacement. I sent him an example sphere from Zbrush and Andrew said it was too extreme yet it works fine using it to sculpt and create displacement in Zbrush.
Also CC3 Human characters created by Reallusion also tear at some areas, not necessarily seams but abrupt zig zags in edgeloops rather than equilateral quads. I'm thinking the brush and baking struggles with topology. I'm extremely annoyed by these bugs for over a year and a half.. they kill projects.. you start one and then a day or a week into it you find 3DCoat suddenly shows glitches. @Andrew Shpagin
as you see, i create a mobius ring
Can i bake the color， form draw-room to sculpt room?
If it's possible,
Is it possible to convert vertex coloring to freeze?
so i can realization,
the idea of performing uv operations in high polygons??
Every time I bake this model of a rock if changes the orientation of the baked set. Is there a way to make it stop doing that. It's unbelievably irritating.
Checking the z-up coordinate box makes no difference. In addition every time I bake the rock ends up in a different orientation.
Version 4.9.67 GL64
Here is another little bug concerning the color palette. When importing more colors than the current number, not all new colors are displayed. You have to close and reopen the panel for the whole panel to be displayed.
In the video above, we see that new colors cannot be inserted when the cursor is not on an existing color. In the same way, when you delete all the colors, it is impossible to add a new one.
Thank you for your interest and time you are giving my request. Unfortunately I do not think it is the right solution I did some tests (I am attaching them to you) with the various sizes but in version 4.9.68 the defect persists, obviously the more you increase the size of the texture the defect becomes smaller but there is anyway. I would like to work at maximum with a resolution of 4K and the UVs are already optimized because in the empty spaces there are other pieces that I had not inserted in the test scene (I attach screen). however this bug is new because using the same mesh it is not present on the very old version 4.5 (attached screen).
Working at 2K the resolution of the UV islands is too small to take all the details.
If I paint the same thing but with a resolution of 8K, the error disappears.
Try to optimize the use of the entire texture resolution by increasing the size of the islands to be able to use the entire texture map and avoid working with small islands, there is much more space on the map that can be used.
Left 3d coat for a moment due to health issue(RSI) and i cannot find how to adjust brush strength anymore, some threads mention it's now call opacity but i don't have any opacity setting in the brush option menu?
Also there is a new mechanism to create alpha but i don't see any info on this anywhere?