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    Off Topic and General CG meeting area 

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  4. Russian Forum

    3d Coat

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    Здесь Вы можете обсудить программу 3D Coat, ее возможности и свойства, а так же дать идеи для усовершенствования нашей программы


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    Здесь Вы можете написать об ошибках, которые возникают во время работы с программой, а так же задать любой интересующий Вас вопрос. Мы постараемся на него ответить


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  5. French Forum - Forum Francophone

  6. German Forum - Man spricht Deutsch

    Hier könnt Ihr Fragen zur Arbeit mit 3D Coat stellen. Bugs postet Ihr bitte in das englische Forum.


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    Hier könnt Ihr Verweise zu deutschen 3D Coat Tutorials posten oder Anfragen, wenn ihr ein bestimmtes 3D Coat Tutorial sucht.


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  • Posts

    • Wau. Move tool really got some boost. One request: is it possible make SNAKE CLAY tool similar how SNAKE HOOK tool works in blender, expecially when dynotopo is turned on. I think that they nailed that behaviour in blender I always shape my basic sculpt with that tool.  For me snake clay tool feels unfinished, thou it' has potential to be very powerful too.
    • Source...   Tangent Space   Technical background Normal vectors in a normal map are expressed in tangent space where normals always point roughly in the positive z direction. Tangent space is a space that's local to the surface of a triangle: the normals are relative to the local reference frame of the individual triangles.
        Joey de Vries https://learnopengl.com/Advanced-Lighting/Normal-Mapping A great and short explanation of what a tangent space is.... but, what exactly is that supposed to mean? Let's make an example: Imagine someone is telling you to go straight north for 100 kilometers. Easy thing to do, right? Well, kind of. We know what everyone means by north but this isn't as obvious as it seems. Someone could refer to the magnetic north pole or the geographic north pole. The reason why we don't ask this question every time is that we just happen to have agreed on which one to use globally.
      A similar situation is present with the tangent space. So which direction a normal vector in a baked normal map is referring to depends on the tangent space used. There are different ways to calculate the tangent space and for years, developers used different methods in their applications. This can even vary within the application itself. For example, the 3dsMax viewport uses a different tangent space method than V-Ray does.   So why does it matter and is it a big deal? Mismatching tangent space between baker and target This is what happens if a models baked tangent space is not matching the tangent space used by the host application. You can see that there are ugly dark gradients all over the place. What would that mean in terms of our example of the north pole above?
      Let's assume our baked normal map is just the instruction to go 100km north. It doesn't specify if it meant to go north towards the geographic or the magnetic north pole. We can't determine that based on just the information we have. All we know is to go north. Let's say the baking tool refers to 100 km north as a direction towards the geographic north pole. If we interpret the information of going 100km north the same way the baking tool did we will have a matching tangent space and end up arriving where we were supposed to. If, however, we assumed that the information was meant to be used in regards to the magnetic north pole, we will not end up at the right place - this is what we can see in the example for the mismatching tangent space. It can be more or less apparent, depending on the difference of the normals between the high and low-poly models (which is extreme in this particular model). This example is one of the worst possible cases you could encounter and is thus somewhat blown out of proportion to demonstrate the effect. A real-world model would likely show less pronounced artifacts.   Before you bake your models, make sure you know which tangent space the game engine your model is used in utilizes. Check which tangent space is required and make sure the tool you use for baking is capable of providing it. Many offline renderers, like V-Ray or Scanline, are not suitable for baking into different - or even any known - tangent spaces. These days, more and more renderers and game engines use the MikkT tangent space calculation method, so this is probably a sign of an establishing standard. Additional reading http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Tangent_Basis https://learnopengl.com/Advanced-Lighting/Normal-Mapping - Tangent Space Paragraph
    • Normals Calculation Method: Choose how normals of the mesh for painting will be calculated   - Angle Weighted Normals (Corner Angle) Weight according to the angle each face forms at the vertex. - Square Weighted Normals (Face Area) Weight according to the area of the face that the normal originates. A larger area means that the normal from that face will get a higher weight in final result. - Angled & Square Weighted (Face Area and Angle) Weights are obtained by multiplying the face area and corner angle ones.
    • And check your Preference > General settings to select any preset as default  
    • Select UV Map typing = Keep UVs Normal map software preset: Select or create a new one
    • Select an edge in Retopo room then LMB another edge on same loop, then shift-LMB another edge in between selected edges on same loop. The adjacent edges between the first edge and second would all be selected.
    • Using latest version 4.9.37 BaseBrush is the default one I am creating new ones by copying (duplicate) the basebrush that comes with the installation as default example
    • @Carlosan, how did you get the Custom group and to those settings?
    • In my sculptures, regardless of whether I change the size of the Brush, using the option Remove Stretching or not and even using Smooth (shift key), I have had a very low performance (terrible) and my Brushstrokes become slow and thus cause lagging with flaws during the stroke.

      I have had a lot of effort and a lot of patience to be able to sculpt in the same area of the mesh surface and try to make the mesh surface the way I would like it to become, but even so, with all my patience, I am having a lot of difficulties in control the mesh surface.
    • I found that it is the CUDA - graphics card issue, as I'm now only using the CPU
    • Presets are a set of brush modification done by every user and are useful to keep a "library" of own sets. Same as any Tools, can be duplicate if need to keep your own original settings. Another new tools named Custom > BaseBrush are very useful too, let you create a new category of stacked tools.    
    • VoxClay destroy geometry and sculpt is very sluggish, confirmed. Set use Spacing to 1% Sculpt > Holes anywhere
    • Also, the sluggishness is on a higher tri count than the base sphere for those testing this.
    • Regarding Rygaard's last post, I can confirm Live Clay Tools being sluggish once the radius gets up over 20.  Basically unusable at that size and above.  Smaller radius is fine though (for me).  I have the same complaint for the smooth brush; once the radius is set larger, it is unusable.  @Andrew Shpagin, the move tool is now awesome, ty.  Could you have refactored something that impacted many of the other brushes?  Even the snake clay is acting up once the radius is bumped up a bit.
    • This problem occurs more often when I'm using the Retopo Tool 'Add Geometry/Quads'. I'm hoping someone can shed some light. --shift studio. 
    • In earlier versions I could select an edge in Retopo room then shift-LMB another edge on same loop - the adjacent edges between the first edge and second would all be selected. Not anymore - now doing as described above selects the whole loop and there doesn't seem to be a way  to select a bunch of adjacent edges along a loop (except painful workarounds). Does anyone have a solution? I preferred the old way of doing this and the old way of selecting a loop of edges. Thanks in advance! --shift studio.
    • Hi,
      I am using the latest version of 3D-Coat.
      I'm having a lot of difficulty sculpting in Surface Mode - Clay Base brushes (but I believe it also happens with the other Clay brushes).

      My problem is that I'm having a lot of "lagging", and that causes "braking" to happen with every brushstroke I try to sculpt. Becoming very difficult to sculpt with the "gagging" that each brushstroke produces.
      Performance is very slow.
      I configured my Clay Brush to have the Remove Stretching Option enabled and it's terrible to sculpt.

      I don't know if anyone is having problems similar to mine, but I have been having this problem of slowness with brushwork problems for a while with other versions of 3D-Coat, but now the situation has worsened for me.
    • Hi Carlosan. I never saw your post until now. I'm using macOS 10.14.6  Its the 'GL64' version I believe. I'm unsure where I can change that. At the time of my last post it was 3D Coat version 4.9.04.  Same is happening in version 4.9.34 and I'm about to try 4.9.37 This wasn't happening for the past two days I've been working on the model - then after retopo work for awhile, the screen is going crazy, flickering, loosing my model etc. It's impossible to work that way.  If anyone has a solution I'd like to hear! Thanks in advance! --shift studio.
    • 03.04.20 4.9.37 (stable) - Move tool speedup 5-8x, Shift tool recovered, "Ignore back faces" disabled by default for the Shift tool. - "Voxeloze immediately" option in Move tool. This option allows to postpone voxelization, do it after multiple moves, not immediately. - Removed unnecessary autosave.tempfile* items from the Autosave menu. - Analysed crash reports, fixed several unsafe code pieces.
    • Yes, that and many other settings can be controlled by the preset mechanism.  After you use a handful of brushes, you have no awareness of how a tool/brush is going to work without testing it.  This is why I said it seems like if you are going to use presets, you have to stick to just presets.