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AbnRanger

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Everything posted by AbnRanger

  1. Here is a video explaining more about the performance issues relative to the recent Windows update KB5023706 and how to uninstall it.
  2. Paint Objects (imported directly into the Paint Workspace) have their own Object panel. It's called the PAINT OBJECTS panel and you can see what is in the workspace within it. You can hide or lock the objects, both of which can keep the objects from being painted. Once a paint mesh is copied to the Retopo workspace, it will be placed in the Polygroups panel. The whole idea behind the different rooms and meshes is separate them based on their specific location in a typical studio pipeline.
  3. When 3DCoat first opens look to the upper right portion of the Splash Screen and click on the UPDATES MANAGER option. When you get to the site, click on the newest version (build 08 currently), and install it. There were a number of performance improvements in the past 2 builds. I hope this helps you in a big way.
  4. I think there is probably a corrupted configuration file in your MY DOCS/3DCOAT directory. There is an option in the EDIT menu to "Reset to Default Settings," so that might be the quickest way to refresh those config files.
  5. I think the initial upload (by the developers) still had this issue, but was quickly fixed and the .05 build was amended with the fix. You can also just install build .06 which has also been uploaded since your post.
  6. I just did a simple test on a primitive from the splash screen > subdivided to around 3 million triangles and using the Cutoff tool, took only 2-3 seconds. The reason it is not instantaneous is that it applies dynamic subdivision along the edges of the cut, which is a secondary calculation. I will ask Andrew to take a look at the Cutoff tool, anyway, because I saw some artifacts after a cut (with soft Booleans) that shouldn't be there. Is this the only tool you had trouble with?
  7. It may be a bug in just this build (04), because I did not see this behavior before.... Nevertheless, Andrew is working on it. MultiRes Demo_01.mp4
  8. I understand that these features are fundamental, but again, seeing a video that covers the UI layout and mentions how to make the UI fit your preferences is also fundamental. It also mentions customization for the sake of those who are critical of the UI. It is very customizable and that is a very important topic for new users.
  9. ...and you also have some good 3rd party resources available on the internet, with just a minimal amount of search effort.
  10. This is a series mainly for Blender users, but it goes through a typical workflow of importing a low polygon model into 3DCoat from another application > sculpting > UV editing > baking > Minor texture painting w/ Smart Materials > export back to main 3D application
  11. First of all, as a new user in ANY application, you need to know how to "crawl before you walk." Diving into "Sculpt Layers" won't help any if you don't know how to get around in the UI. Secondly, there are hundreds of tutorials on the Youtube Channel, and you can more easily find what you are looking for by either clicking on the PLAYLISTS tab or doing a search on the Channel (there is a little search icon to the right of the tabs that are right under the Channel Name). Here is just a sample of some of the Quick Start videos that help make sense out of Voxels and Surface mode:
  12. Yes, that is a good point. Anything that messes with the mesh structure while Multi-Resolution is active, should be disabled.
  13. Have you searched the hundreds of videos on the 3DCoat Youtube Channel? There are playlists that help narrow your search, or you can just simply search the Channel (there is a search icon to the right of the main tabs/sections just below the Channel Title). That will help you find the exact topics you are looking for...such as SMART MATERIALS or VOXEL SCULPTING. If there aren't new videos, it is largely because there has not been significant changes in the tool, since. There are many recent videos also on Anton Tenitsky's Youtube Channel, as well as 3rd party resources: (77) Anton Tenitsky - YouTube These 2 3DCoat Training Series from Udemy are on sale (80% off), today, so make sure to take advantage of it, if you can: Complete Guide to 3D Coat | Udemy 3D Coat for Beginners | Udemy
  14. Could you do a screen recording of the issue? I have some ideas about what might be happening, but it is hard to help without seeing what is going on in your scene/UI.
  15. It is already built into the tool. Hold the SHIFT Key. The reason it is not the CTRL key is always the INVERSE, so I suspect Andrew thought the most logical modifier key to cut everything else was the SHIFT key.
  16. I understand your frustration, and you make some good points. However, I too make requests in order to help refine tools and help make the UI better, and not all of them get addressed. Some do, and some don't. I know why they don't and it is not because they are boring. It is because Andrew and the developers are hard pressed with many requests and bug reports each day. Sometimes, the reason a bug report doesn't get addressed is because Andrew and the developers cannot reproduce the issue on their end. There is one niggly, annoying issue I have had for a few years, and I reported it to Andrew multiple times, but for some strange reason, it only does this on my computer. It is the CTRL + SHIFT menu in the Sculpt Room when in Surface mode. If I hold the keys down, it works only with the first stroke, but not the subsequent strokes. It switches to CTRL only, with subsequent strokes. Andrew doesn't know how to fix it because he cannot get the same behavior on his machine. Regarding features, just because you find certain ones not so helpful to you, personally, that doesn't make them unuseful for many, many others. Your needs and mine are not necessarily everyone else's needs, so we have to keep that in mind. Andrew has seen many requests over the years for the very features you mentioned. There are still tools requested heavily by users in the Autodesk forums, for 3ds Max, that STILL haven't been added and I have seen many people say they have reported the same bugs for years, in the 3ds Max user community. So, 3DCoat is not the only software with some issues or user requests that haven't been fulfilled for a long period of time. People in the ZBrush community have been asking for a major UI overall since the dawn of time. It happens everywhere.
  17. I don't think every artist wants to worry about edgeflow (and the problem of stretched polygons that inherently come with it) on a high poly sculpt, to be perfectly honest. I know I don't. That is the appeal of Voxel Sculpting. It doesn't care about your polygons, so to speak, and that is a good thing, actually. If you really want to keep the topological edgeflow, you can to a large degree as long as you import a base mesh with the desired topology and keep it in Surface mode + no remeshing (ie., no hitting the ENTER key, which basically Dynameshes the object, making the topology very uniform). Just increase the resolution (subdivide) as needed.
  18. I think what Carlos meant was that (based on user feedback/input/requests) development has to prioritize requests, but always working to fix bugs/issues that are reported. Bug reports always have the highest priority, but sometimes we may have to repeat a bug report once in a while, because the developers are so busy
  19. The addition of new tools is never a bad thing, so if anyone complains about that, keep in mind that they are in a very tiny minority. The real issue is having a lot of individual tools, when much of the functionality can often be incorporated into one (this helps de-clutter the UI and make the workflow more efficient). An example of this is Maya's Quad Draw, toolset...a lot of 3DCoat's Retopo tools are combined into one tool, in Maya...by simply using different hotkeys on the fly. This exists somewhat in the POINTS to POLYGONS tool, where a number of tools are stored in CTRL and CTRL + SHIFT menus. This way, a user can invoke the functionality of many tools, on the fly, by using hotkeys and yet still stay in the POINTS to POLYGONS tool. This was why I asked if these menus could be added to the SMART RETOPO toolset, also.
  20. I think the reason the Bake curvature and occlusion were moved to the EDIT menu was because the Paint Tools were moved to the Sculpt workspace, and there is currently no TEXTURES menu in the Sculpt workspace. Andrew tried to place those in a menu that already existed in the Paint and Sculpt Workspaces.
  21. What new UI? There are some improvements planned to come next on the "To Do" list, but I don't recall anyone mentioning a complete UI overhaul.
  22. I can echo what these other members are saying about the need for vertex sliding. It is something I used all the time when modeling in 3ds Max and it is hard to imagine modeling without it. The CTRL (or perhaps SHIFT) key modifier while RMB dragging a vertex, should work with all the Retopo tools that have the RMB vertex movement functionality (QUADS, ADD/SPLIT, POINTS TO POLYGONS, STROKE, SMART RETOPO). It helps the user keep the topological flow intact, but make an adjustment of a vertex position along an existing edge-loop.
  23. This series might help a bit, as it is a typical workflow, importing a model from outside 3DCoat > sculpt > re-use original mesh as the Retopo > setup UV's > bake > some texture painting > export back to main app (in this case, Blender)
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