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AbnRanger

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  1. Mystical, please clarify if it's imported into the Brush Alpha pallet or the Stencils. I assumed you were referring to a Brush Alpha, but perhaps you meant it was a stencil or Smart Material Decal. In either of the last 2 scenarios, you would not want to use the stamp draw mode, but a brush alpha. Thanks for posting the issue, though, because it needs to be fixed ASAP.
  2. I concur. This would be helpful for both Sculpt and Paint Objects. I would like, perhaps, to see some form of collaboration with Akeytsu. Both are small companies that do great work. A rigging plugin for 3DCoat would be awesome.
  3. Yes, just contact Sergii and please be patient. He will get to the bottom of it.
  4. 3DCoat is not mentioned among the tools used, on Artstation, so why is it in the 3DCoat gallery, here?
  5. Yes, I agree 100%. It doesn't belong in the same tool group.
  6. The newer generation of Ryzen CPU's are pretty solid performers in 3DCoat. The application still uses Intel's Thread Building Block library for Multi-threading, which used to give Intel CPU's a big advantage, but that was because Intel played dirty tricks, making AMD CPU's noticeably slower when running this code. They got sued by AMD over this and other dirty tactics, and lost. I don't know what the court made Intel do to rectify the problem, but I think the 1st gen of Ryzen CPU's were affected by this still. I had a 1 st Gen ThreadRipper (1650x) and when sculpting with the new brush engine, it seemed noticeably lagging at times. I brought this to Andrew's attention, but there wasn't much he could do. I tested the engine on a newer AMD (4800H CPU) laptop and the sculpting performance was stellar. So, that tells me the new AMD CPU's must have new instruction sets that override the CPU ID dirty tricks Intel used on their compilers. Plus, their IPC (instructions per clock cycle) got a huge upgrade in the last generation, to where it now outdoes Intel IPC, and this was never something AMD was good at...until now.
  7. Gradient (Soft) Selection is a core feature in ALL 3D modeling toolsets...except 3DCoat. I have been asking Andrew for this several years now. It is critical to modeling, as it allows the user to make fine adjustments to entire sections of a model, without having to move vertices, edges and polys in such a strict fashion. Not having Gradient Selection functionality in a Modeling toolset is like eating cereal without the milk. It is critical. Anybody else want to see Gradient Selection added or is it just me?
  8. I am not sure why some users keep clamoring for UI/UX changes when the 3DCoat Community (back in the V3 beta period) specifically asked for the UI to be patterned after PHOTOSHOP, which it was/is. Photoshop hasn't drastically changed it's UI layout in over 20yrs. Nor has 3ds Max, Maya, or C4D. They have made some small, cosmetic changes to the icons and that is about it. 3DCoat 2021 and Textura 2021 have had a revamped set of icons, like recent version of Max and Maya, and it has had a number of UI/UX enhancements....so, it really is sad to see such a huge effort on the part of the development team get NO recognition whatsoever for the work they did on the UI in this release. None. This was no small effort. Sure, there is more that can be done in terms of the layer panel and clip masks, etc...that is on the TO DO list for sure and will probably be the first major feature worked on, next. But, the UI work done in 2021 deserves at least a little credit. For one thing, the Activity Bar (which can be hidden in preferences if a user doesn't like it) has been added and it really becomes useful if an artist wants to toggle into the Minimalist UI. For those that still don't like the UI, just hit the TAB key to toggle into a UI with nothing but the model in the Viewport. For all the asset panels, one can either assign hotkeys to the ones used most and access them via hotkey and/or using the ACTIVITY BAR in the upper right corner of the UI. The SPACE bar will invoke all the Tools at any given time and a hotkey can be assigned to the PRESET Panel to use only the tools you want, when you want. It cannot get any more UI/UX friendly/cleaner than that. The Navigation Bar and Camera Menu is also hidden until the user moves their cursor close to it. In 3DCoat's Sculpt Workspace, there was a lot of work put into TOOL GROUPS (just like Photoshop has), to make the Tool Panel more streamlined and organized. In Voxel Mode, all the Surface Brushes were placed right under the Voxel Brushes, so it makes Voxel mode a true hybrid environment. There are some core, structural changes I would like to see in the Workspaces....to consolidate some of them...and I have asked Andrew for this a number of times. However, this and what some are asking for, are deep structural changes that will most certainly break a lot of things, and delay feature additions many have been asking for. Andrew has to weigh whether it is worth the development time, or if it is something to be visited down the road.
  9. High resolution in Voxel Mode is not IMPOSSIBLE...just not very practical, in general. For example, a person could use the COPY tool to copy the face region > crank up the resolution to achieve a very dense volume and create very fine wrinkles and pores. However, it's not necessary when the user can switch to Surface mode to do this type of work with dynamic subdivision.
  10. Performance will be good even if you do not have an NVidia card, because it is highly multi-threaded, and with some Voxel brushes you may not be able to notice any real difference, if you have a robust CPU. I think the one tool where it is most noticeable is CUDA SMOOTH BOOST. That does make smoothing in Voxels much faster, but if you think the AMD card is a better value, then you should not let one small benefit like that be the deciding factor. In Voxel mode, you can always switch to Surface brushes, including the Smoothing brushes like SMOOTH, AND SUPER RELAX, and get very similar performance (if not better) to CUDA SMOOTH BOOST. When I upgrade to a newer generation card (still using a 1080Ti), I will likely opt for an NVidia card, because of CUDA not only for 3DCoat, but in other Rendering solutions that are CUDA only. Yet, if these are not significant factors for you, then an AMD card can certainly make sense.
  11. There are plenty in the works. One series on sculpting the Rhino is requiring TONS of editing
  12. It is basically the standard PINCH brush (Surface mode), but with Dynamic Tessellation applied. So, you can enable SUBDIVISION in the Tool Options panel for the same effect.
  13. Exactly!!! I was going to ask about this, personally, because this has been an issue when trying to create BEVELS for hard surface objects. It can often leave self-intersecting messes.
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