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  2. druh0o

    Swept Surface and probably Modeling Room

    And one more thing. As I can understand, right now Swept modifier is "attached" to the guide curve and then you can choose a profile curve. Is it possible to choose not only the profile, but the guide curve too? So you can easily swap them. Or just to choose another guide.
  3. druh0o

    Swept Surface and probably Modeling Room

    Yes, @tokikake that was the thing what i was thinking about too! Great!
  4. Today
  5. Looks good so far. What thermal paste are you applying? Also, when you can, try to get 2 more of those RAM modules because there are some scenes in 3DCoat, with just a character and all their objects, like clothing, belts, buckles, buttons, hats/helmets, hair, etc. that can push your RAM limit to beyond 32GB. I don't know about Houdini, but when I was trying to work through some VFX scenes (tutorials) in Blender, with it's simulation tools, it wanted to eat 32GB of RAM and more, just during the simulation. 2ndly, one of the big, distinguishing features of ThreadRipper CPU's is it's Quad-Channel memory. If you don't have 4 modules, you cannot take advantage of that. It's not a deal breaker, but something to consider later on. Here's the rig I have, with the Dark Rock Pro TR4. No problems with PCI lane clearance or otherwise. It really lives up to the company's name, "Be Quiet."
  6. Carlosan

    How to delete this?

    Hi When the tool Point/Faces is active, you can click the CLEAR button and it should remove all of them.
  7. tokikake

    Swept Surface and probably Modeling Room

    I could gradually learning curve tool each options, these are really powerful. then can I request add one option for "Swept surface 2 and 1 profile" ? not use profile, but bridge 2 guide curves (with thickness option) I think, it can be added without make new tools, but it work when we do not assign profile curve for this tool. What I means,, if I just make 2 guide curves then not set profile,(not assgin profile), this tool bridge 2 curves as plane mesh. then we can controll thickness option to add thickness for bridge plane. (so if user hope to bridge without thickness, it generate plane mesh with sruface mode. then if we need volume, adjust thickness for plane normal direction.) I understand there are many ways to make mesh with these curve tool options, but new options, just bridge with 2 cruves without profile, but controll thickness can offer more variety and which I may often hope to use.
  8. Thanks for sharing these thoughts. Very informative and I agree totally with you. Having rooms in 3d-coat might actually be a good thing for some users. For example if user wants to do only retopo in 3d-coat. He dosen't need to learn how all rooms work, he can stay in one room and use only specific tools in that to get job done. But I think that is the only user group that finds rooms to be a good thing. 3d-coat should be supporting those users who is using all rooms and support their workflow. I think that turning point for need for having "only one room" workflow was when we were able to take mesh from sculpt room into paint room and use paint tools into sculpt mesh. That changed the mindset for artists that object is not anymore linked into room rather is free to be used anywhere artists finds it beneficial.
  9. AbnRanger

    3DCoat 4.8 BETA testing thread

    Andrew mentioned having improved Surface mode booleans, recently, and when I do some simple tests, it seems to work as expected. Can you screen record exactly what problems you are having? It's hard to speculate on a solution when I don't even know what you are trying to do (Intersect, Split, Cut, Merge, etc.), or if any of the objects have the red "non-uniform" warning.
  10. I also agree with you. Blender Outline is powerful and extremely organized with information. https://www.youtube.com/watch?v=Ani2PiPi3ds https://www.youtube.com/watch?v=9rYaBDcHG6U ----------------------- This separation of 3D-Coat data in several windows is logically explained by the different rooms or programs (if you prefer) that have specific tasks. If I say something wrong, please correct me, but I feel that Rooms do not communicate completely because they are exactly separate and different mini programs that are present in the same program. It's like I use different programs with some incompatibility and I need to create an OBJ or FBX file so that a Room can see the existence of that object so I can perform a simple task. It is not a dynamic workflow. If you need to do something different or more complex, then trouble begins and confusion. In all honesty, a new user will always get lost and confused in the program. Even those who try to teach the workflow of the program to one user will end up suffering for the other person to understand. Because it becomes complicated to explain something that people are not accustomed to use normally in other programs. I'm not saying that being different from other programs is bad, but I mean the way the program works. I'm not going to lie, I've suffered enough to understand the process! What worries me the most is that the creation of a new Room can happen. This would be great if 3D-Coat worked differently. I believe you're right that to have a single room (or two rooms. This would be the Render Room) would need an organized outliner and with all the information like in Blender. It's hard for you not to talk about another program about that. Sometimes people can understand what you are suggesting in copying another program. But it's not that, it's just to serve as a basis and to be able to explain things. For me, the Rooms could be Task Layouts. If users wanted to create new layouts with the tools and functions that exist in any area of 3D-Coat that the user most uses in their work would be possible and thus, the user would have a clean interface with only what he needed as tools sculpture, painting, UVs, retopo and etc. That means that everything in the program would be in your favor at any time. With just a single mesh and endless possibilities of techniques for your workflow.
  11. One thing why blender is doing so well keeping everthing in order is that it has very good outliner. It's gives a lot of information for the user without pushing it or looking messy. In 3D-Coat is missing this kind of "ROOT outliner" 3D-coat will have smaller windows that gives a data. And they are scattered into different rooms which dosen't help to give a clear picture about your project. For example we have separate window for vox layers, paint layers, retopo objects, Surface materials, Paint objects. I think that if we want to use one room then having effective and easy to read outliner is key for that goal.
  12. Rygaard

    3DCoat 4.8 BETA testing thread

    You're right. Most of the time this planning should be done as you described it and I know it ... The problem is that when you have as a final product a mesh for 3D Printing (Action Figure) this planning can not be executed in this way. The Cuts Process and Keys is a step that can only be done in the final stages of the workflow. As well as cutting changes and keys also happen. Therefore, the step of performing Boolean operations, many times, unfortunately happens after you will not radically change the sculpture (usually the sculpture is detailed locally at that stage). If you cut and make the keys in the initial or intermediate stage of the project, the cuts and Keys will present problems because there are always pose changes or other things necessary to improve the project. In no way after performing the cutting process and keys you can modify the mesh. So the cuts and keys phase is almost at the end of the workflow. That's why I'm suffering a lot in Boolean operations on 3D-Coat surface mode.
  13. I noticed that you changed the order of Rooms in the interface. That's cool. But at the same time, I believe that a complete simplification in 3D-Coat's workflow would be better. The use of a single mesh throughout the program would give us freedom and fluency across all areas of 3D-Coat with the use of all tools and features, and we could use a variety of techniques in support of your work. In Blender, you can model, sculpt, exit from sculpture mode and return to Polygon Editing to perform modeling tasks, make vertex selections by creating groups through Vertex Groups, use non-destructive modifiers, open temporary UVs, apply detailing techniques in the mesh through texture maps, return to the sculpture mode. Create new texture maps, bake textures and a world of things. This is all done in a single mesh, without breaking any type of workflow and without any doubts and confusion. Whatever you need to do at that moment, you can do it in an easy way. This type of workflow also happens in ZBrush and I believe that this also happens in Mudbox (who uses the mudbox can speak better than I do). In my opinion, a free workflow that you can do whatever you want, as I just described to you in relation to Blender, is the best way forward. We live in a time when everything is dynamic and things happen very fast.
  14. Hi Gorbatovsky! Thanks for your comment... It is true that 3D-Coat has a different ideology than other programs. I know it would be very insane if the user only selected 1 single vertex or a few vertices on a Hi-Res sculpture without having some function or purpose. That really would make no sense at all. But please allow me to try to briefly explain how important this flow between Modeling and Sculpture is by addressing selections and other techniques. The selection of 1 or more vertices (polygons or edges) would be necessary for different types of modeling techniques, sculpture, painting and etc. There would be the possibility of repairing the mesh by selecting vertices, edges or polygons of the problem area and then using retopo room or other features to solve problems or perform numerous modeling techniques in the mesh and then return to the process of Mesh Sculpture. I apologize for emphasizing more on modeling and sculpture, but there would certainly be advantages to painting techniques, use of temporary UVs for some features and techniques related to texture maps. I have selected some videos on youtube related to Blender in the creation and use of Vertex Groups, Modifiers, Non Destructive Form Modeling, Live Boolean Operation: 1) Yan's Daily Tips #109 - Vertex Groups 101 - Blender Tutorial https://www.youtube.com/watch?v=InMMXuliIRE 2) Vertex Groups - Blender Fundamentals https://www.youtube.com/watch?v=yzRS2cCiBnc 3) Speedflow workflow with vertex groups - WIP - Solidify https://www.youtube.com/watch?v=1T_IFEF6Igs 4) Blender Quick tip 9. Displacement modifier https://www.youtube.com/watch?v=BIeCJfoaoIw 5) BoolTool 0.2 : Amazing Blender Addon https://www.youtube.com/watch?v=_5Z7awlhzQg ------------------------------ Below 2 videos related to ZBrush Polygroups and use of a map texture in a Mesh that has UVs. I confess that I think Blender's Vertex Groups more robust! 6) 028 ZBrush Polygroup Basics with basic ZModeler: https://www.youtube.com/watch?v=qVAul7tSWn4 In the video below, you can apply displacement map because there are UVs in the mesh: 7)Import Mari Displacement in ZBrush https://www.youtube.com/watch?v=wNYW350XVPQ ------------------------------ - Gorbatovsky, I found this fantastic program in which you can see how modeling is fast and intuitive by using smart popup menus that show the functions we need according to the selected tool: 7) VECTARY Demo | Free 3D modeling software: https://www.youtube.com/watch?v=NWTObimFAck ------------------------------- - Simple video of selections, addition and subtraction of meshes, and other things done in Meshmixer: https://www.youtube.com/watch?v=sJqkS6ucZ0I
  15. Freelance Games

    How to delete this?

    I'm not sure what this yellow sphere is? How can it be deleted? Thanks
  16. Hello, My 3D-Coat works really slow/lags when my Wacom(Cintiq Pro 24) is turned off. If I turn on my wacom it instantly makes 3D-Coat works normally. I have tried updating my drivers, changing main monitors, I even reinstalled Windows 10. Im currently using v4.8.36, I have tried others versions as .34, .33, .32, .31... All of them lags. My hardware: i7-6700K, 1080TI, 16GB DDR4. What can I do?
  17. Yesterday
  18. druh0o

    Swept Surface and probably Modeling Room

    I really like new Swept Surface tools. Can't stop experimenting Especially i like to doodle profile and guide curves with the freehand tool. But i feel like i miss something in this mode (and in curve tools in general): 1) do they work with Symmetry? Looks like they don't. Or there is just no symmetry in all curve tools right now? I'm not sure. 2) This idea is hard to express in details, but i'll try. Can be implemented in future something like quick full-auto mode for the Freehand curves, like we have with Strokes in Retopo room? So you just draw 1 or 2 (or several) guides (with the Symmetry optionally), then 1 or 2 (or several) profiles, then just hit Enter (or another key) and BOOM! - you got your surface generated with "Two Guide" or "N Gener". And Tool Options panel is open where you can change something. I'm not sure about other curve tools but for the Freehand tool it can be super useful, especially for quick prototyping and ideation. I really like the accuracy that can be achieved with other curves tools. But in this freehand mode you expect something more interactive and fast. 3) And in addition to the previous one. Can curves snap to each other more easily? For example, first point of the new Freehand guide sticks to the any existing curve (this can be activated with some option checkbox). The point is to provide some degree of continuity between the various generated surfaces. Yes, I can tweak curve points after the surface is generated, but this kind of interrupts the "flow". And yes, i'm keeping in mind something like "Grease Pencil to mesh" workflow in Blender, but i think in 3D-Coat it can be more straightforward, fast and accurate using freehand curves and new swept surfaces.
  19. Sorda

    What is trello?

    Can remove it then from the tabs of the forum, so as not to mislead people?
  20. Carlosan

    What is trello?

    Mantis is the only place really active. Trello is almost dead. Surely i shut down it after Google+ close.
  21. Sorda

    What is trello?

    What is Trello and how to get there? As far as I can see, a lot of my messages and bugs and suggestions for innovations on the mantis are ignored. Perhaps Trrelo can help. Work on the bugs is not done, at the same time, judging by the posts, 99% of the work is focused on improving the drawing or sculptural layers, which again does not correspond to the current updates when the curves have been updated nicely. As a result, there is confusion. , in Trello vote for something else, something completely different appears in the release.
  22. Sorda

    Curve raduis blocking - bug

    When working with a curve and a blocked radius change, adding a point on the curve, with some kind of radius of the pen, changes the thickness of the curve to the specified radius at a given point. This is a bug. v .36
  23. I raised this topic with Andrew recently, and even spent some time on mockups to show what it should look like. He hasn't responded. The first image is the current tab layout, for comparison sake.
  24. AbnRanger

    3DCoat 4.8 BETA testing thread

    The real answer is to plan a bit ahead and do booleans in the earlier to intermediate stages, so you don't have to worry about missing LiveClay details (although you could convert to voxels with a high resolution to keep the detail). It's not much different than using smart sculpting strategies, regardless of whether you are in 3DC or ZB. If you start detailing too soon, you sort of box yourself in, or risk having to do a lot of that work all over again.
  25. Well, not quite. I think even a zbrash will not pull in direct work with polygons when there are tens of millions of them. Simply optimize the boolean operations and decide something with when, in sculpting, the edges of the model begin to intersect with each other at different levels.
  26. Thank you, I understood why you need sometimes retopo room tool for the mesh in the Sculpting room.
  27. At least in order to clean up a huge number of holes arising from boolean operations. In Blender with a grid of even 5 million polygons, you can remove holes manually. In koaty most likely you will encounter a lot of problems with this. Especially when the tools needed for this do not work. ESPECIALLY, when it is seen that in the grid the edges under each other pass and do not intersect. It’s just that two grids at the same time begin to exist somewhere, and you can’t do anything about it.
  28. Rygaard, thank. I understand that in the Blender program you are working with a one mesh in Edit mode and Sculpt Mode. 3DCoat has a different ideology and I do not understand why it is necessary to choose individual edges or faces in digital clay. I understand that you need to create separate regions of vertices of digital clay.
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