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AbnRanger

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Everything posted by AbnRanger

  1. Wow. There is no place for this kind of talk on a software forum. You can have different views about the features that are needed and improvements without this kind of vitriol and abuse.
  2. Pier, what OS are you using? Windows, MAC, Linux? Could you possibly record a screen capture of these things happening?
  3. It should be listed in the SURFACE brushes of Voxel Mode, too. It is possible that it was mistakenly hidden if you used the CUSTOMIZE UI option in the EDIT menu. To quickly fix that, you could RMB click any of the brushes in the SURFACE brushes and choose SHOW ALL TOOLS IN SECTION. If that doesn't work, could you mention what OS you are using? Perhaps it isn't yet in the MAC or Linux builds, if you are using one of those OS's. I am not sure, as I just use the Windows version.
  4. I don't recommend importing via REFERENCE MESH, because it is an old legacy (very early days of 3DCoat, around V2) option and should have been removed from 3DCoat as an option several years ago. Importing a reference model in 3DCoat is better done through the Sculpt Workspace.
  5. These types of broad generalizations cannot help anyone. They don't help the developers know what you deem to be wrong...specifically. Please give explicit examples of the things you find fault with. Perhaps others in the community will confirm it and the developers then know it's worth addressing. The layout is designed to be very similar to Photoshop, so that is not going to change. There is nothing wrong with having different workspaces because 3DCoat specializes not in just one task but many, thus having all the tools for one stage of a studio pipeline, in one location, and another set of tools in another location, is not unintuitive in my opinion. However one improvement I have been asking for over the past few years is that Retopo/Modeling and Paint Meshes should be merged/unified, so they are no longer separate objects. This way, the UV tools are all located in one place. The way it is now, yes, I agree, creates confusion for new users.
  6. It's always been like that, because development probably just assumes users want to set different sizes in each project. As an example, for a character, it would not be uncommon to use a 4k map for the head, a 4k for the body, but just a 2k map for the props and secondary objects like belts, hats/helmets, shoes, etc.
  7. Thanks for sharing the issue with a video example. That will help Andrew address it, quickly. I know it is frustrating. It happens to me sometimes, but not very often. This is being reported, so hopefully it can be fixed by the next build.
  8. There is some noticeable lag, but I don't think it is from a lack of performance. As you can see in the example you posted, the Sculpt mesh is being moved in realtime as you would expect. However, the Retopo Mesh gets snapped once you release the pressure from your stylus. So, it is a secondary action that is being performed. Please send support a request to optimize this "Conform Retopo Mesh" feature, so that the Retopo mesh can be modified at the same time as the Sculpt Mesh, instead of being snapped afterwards. That is what causes the pause or delay after the stroke has been made. I asked Andrew if he would look at this, but sometimes it takes input from other users before he realizes it is important enough to address.
  9. I think Andrew is working on bugs primarily and Live Booleans. Hopefully the UI work will follow soon. Usually, if things are quiet around here, it means Andrew is working on something pretty big.
  10. To be quite honest, I don't know how well Vector Displacement maps (exported from 3DCoat) work at this point. If you choose Micro-Vertex painting (it is older than Per Pixel Painting), I believe it will output Vector Displacement maps, but I have not tested it in years. If you paint/sculpt something in the Depth channel, using Micro-Vertex painting, it should appear in the final exported model. I will have to run some tests and see.
  11. The tutorial didn't have SWEPT N GENERATOR on it, because it was a tutorial series showing a range of new modeling tools. I hope this helps:
  12. Somewhat, yes. Wherever the simulation object intersects another object, it will pin it. So, for example, if you make a belt for a character, it will pin the pants where it touches them.
  13. I don't think the decimation routine was ever designed to go beyond 99.9 (100)%. However, what you could do is simply decimate it a second time, to get it even lower, if you need.
  14. No. It should go straight to the UV workspace. I will pass it on to Andrew. Thank you for reporting it.
  15. That model would be fine for the purposes of demonstrating the process in a tutorial. The simple answer is, yes, 3DCoat can certainly handle the task. Currently the file would need to be in the STL format. If you have some decals/graphics that should be applied to the model, please attach those with the model in a private message. It won't be shared or used in any capacity, apart from the tutorial; and I will list a credit for the model in the video. As for the trial version of 3DCoat, you get a new chance to try 3DCoat each time there is a new version (ie., 3DC 2021, 2022, 2023). Lastly, STL files will come in triangulated, but if you need clean quad topology, there is a process to import as a Sculpt Object and use Auto-Retopo to essentially generate a new quad-based mesh. I don't think it is necessary in your use case, but it's an option.
  16. I recorded a video tutorial, but after a bit of editing, I had 2nd thoughts about making it public since the sample/test file is maybe a bit too simplistic for that purpose. Testing, it is okay, but for a tutorial, it should probably be a more practical every day example. Nevertheless, the process is rather simple. From the splash screen you can choose the PAINT WITH UV'S (Per Pixel) > click the folder icon to locate the STL file. The import menu will have AUTO UV's chosen by default because it detects no UVs. I would check the AUTO SMOOTH checkbox toward the bottom, because otherwise the normals will look pretty bad on a triangulated mesh like that. I also would choose WELD VERTICES so that any overlapping vertices that might be on the model, will get welded together. Choose the size of the texture map, you would like, toward the bottom of the panel. After clicking OK, you can proceed to Texture paint and export when you are done, using any of the extensive choices of Application/Render Engine/Game Engine presets.
  17. You should be able to import an STL file. That will be a mesh, but I am not sure if they will be all triangles or mostly quads. Could you attach a test model, in STL format, I could record a little workflow video for you (and others who may want to do the same)?
  18. That is what I meant by "it may not be exactly what the OP is looking for." But, it does align the verts even if they are not equally spaced....yet. The even spacing is a feature I think Alexander (developer of the Retopo/Modeling tools) could add. What I would try to do in the mean time is use the ALIGN tool (or TRANSFORM + scale along a specific axis) > Click RELAX button as many times as needed to space the verts evenly > click Align Vertices one last time.
  19. It may not be exactly what the OP requested, but there is an ALIGN VERTICES tool in the Retopo Workspace. The video shows the usage of the Transform tool to do this, but also the usage of the Align Vertices tool as well.
  20. I think it is a very deliberate decision, as Pilgway goes out of their way to be fair and ethical. I'm sure they appreciate the fact that users like you are prepared to pay for an upgrade a bit early, but they don't want to receive your money for something you already paid for and have licensing rights to use (3DCoat 2023 build 25). I had a similar issue with TechSmith (makers of Camtasia), recently, so Pilgway would not be alone in this regard, even if it was a store page glitch or something. It happens from time to time with other companies as well.
  21. Have you tried the HMC Voice Command for 3DCoat, yet? I think this would make your experience so much better. You not only don't have to move your hand all the way across the keyboard for certain hotkeys, but you also don't have to stop what you are doing > look down at the keyboard at all...practically speaking. You don't even have to remember what hotkey is assigned to given tool or brush. It will change your workflow, considerably.
  22. Thanks. I thought Andrew had recently fixed this problem, when I reported that Flavio Rygaard's skin pack had the very same problem. It seems like this problem is reoccurring.
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