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Everything posted by AbnRanger
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Tell Andrew that, so he can get it started up again (support@3dcoat.com). I think one reason why it may have stopped is because the developer who implemented the Renderman support, has been busy creating a brand new GPU Path Tracing render engine in 3DCoat, slated for 3DCoat 2020 (probably late this Spring or Summer). Renderman support is quite limited in it's usefulness in this current implementation, because there is no interactivity, shadow-catching material, etc.
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Check TILING in the Preview Options panel
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...click RESET in the Preview Options panel, if you don't see a dot to click on
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I tested with Smart Materials and saw a gizmo just like that after RMB clicking the yellow dot.
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RMB click on the dot
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It's working pretty good, now, on my end. Windows 4.9.34 and with the new Blender Applink IO (placed in the Blender install directory > Scripts >Addons) replacing the old one.
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When that happens, try to UNDO to the point just before it occurs and RMB the layer > TO GLOBAL SPACE. If it still keeps happening, UNDO again, try the GLOBAL SPACE step + hit ENTER. This basically DYNAMESHES the object, which converts to voxels and restores it to an evenly spaced Surface mesh, in one step.
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That's because it's NEVER been intended to be a "Make Game Ready Model" button. I can generate a good starting point for game meshes, but would require some clean up/optimizations of the mesh. However, there is a huge market out there not related to Games. Those markets can certainly benefit from Auto-Retopo. Z-Remesher isn't designed for game models, either.
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Yeah, Auto-Retopo yields HORRIBLE RESULTS... ...or does it?
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I've made many videos to show how to get good results from Auto-Retopo and in practice it works really well when you know how to use it. When people try to pump out a game-ready model in Auto-Retpo, by throwing a model at it, that requires 30k+ polys, and only give it 5-10K, that's when they have problems. Or they try to throw the kitchen sink at it, without applying any guides or without breaking their model up into logical parts. It's actually AWESOME with secondary parts that still would otherwise take a fair amount of time to retopo manually.
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Scratch that part about the Height Adjustment tool not working on Sculpt meshes. I forgot Andrew did add support for that, but it probably got broken by the Refactoring work that was done (4.9.06 and newer).
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I'm reporting the confirmation of the tool crashing 3DCoat (even on a Paint Mesh). However, keep in mind, the Height Adjustment tool wasn't designed to work on SCULPT MESHES (Meshes created or imported directly into the SCULPT room). It was created for PAINT MESHES (meshes imported directly into the Paint Room). You can use SCULPT LAYERS (Magnify or Erase Brush) for that function.
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...Scratch that last post. Andrew said the fix should be in the next build. He already fixed it, but it wasn't posted in the latest public build. Should be in the next few days.
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It's not been working properly since the Refactoring builds. I told Andrew about this twice. Maybe you can send this to him, via email (support@3dcoat.com) to add more priority to getting it fixed? He told me to RMB choose Fill w/ Freeze, but that is not the default action of the spline. It works properly in 4.9.05.
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Whenever you mesh issues like that. Try to hit ENTER, which voxelizes and switches back to Surface mode with a uniform distribution of polygons. It's the very same thing as using Dynamesh in ZBrush. It I saw lumps like that, it would be the first thing I would try.
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Are you getting this even after hitting ENTER (Basically DYNAMESH, to make the whole mesh uniform)
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Looks great, but he needs a cigar in there, somewhere.
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Very cool.
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CLOSED SPLINE draw mode is broken, in builds after refactoring. It works properly in 4.9.05 It applies brush along spline, which is not it's designated purpose. That is for the Spline Stroke draw mode
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Yeah, there are supposedly some pretty big changes/features being worked on, for it, and probably annual release cycle instead of the one every 5-6yrs.
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That was already discussed in this thread. The Webmaster hasn't changed it, thought he should. Perhaps, Andrew told him that 4.9.23 would replace it, because he is trying to get it stable.
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4.9.05 should be the last stable build
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Use 4.9.05 if you need a relatively stable version until the post-refactoring builds get stabilized.
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...just tested FILL HOLES in 4.9.05. Works perfectly. So, yeah, that's the source of most of these bugs. The refactoring work done. It left a mess of broken tools.
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...my guess is a LOT of these tools that worked before the refactoring, but stopped working afterward, were probably rushed through and had important code omitted during the refactoring.