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Everything posted by AbnRanger

  1. 3DCoat is far less hassle is it's Proxy approach is more elegant than ZBrush's, in my opinion. Voxels don't care about your polygons (topology) and you never have to worry about topology when working with Voxels, or even in Surface Mode, because every brush has built-in dynamic subdivision. These two are the future of digital sculpting, because they solve problems traditional quad-based, subD sculpting inherently has, and they now offer a refined level of sculpting that matches ZBrush and Mudbox. Andrew is doing things in 3DCoat I never thought was possible...such as being able to use dynamic subdivision or booleans without losing Sculpt Layers, like you do in ZBrush. I never thought Voxel Brushes would be able to rival Surface brushes or offer the performance and nuanced control that Zbrush has...but Andrew is proving me wrong. Try them out and compare them fairly and objectively with similar brushes in Zbrush + use Proxy Mode to step down to different resolution levels. I think you will really like the workflow.
  2. It's no more convoluted than having to jump through all the hoops one has to in ZBrush, once you use Dynamesh or Sculptris Pro at any point. YOU LOSE YOUR SUBDIVISION LEVELS (and Sculpt Layers) IN ZBRUSH! In 3DCoat, you NEVERE lose it. You can simply step up or down to a lower resolution at any time. The user has a dynamic subdivision mesh and a voxel object, therefore the mesh/object changes it's topology/structure quite often. This is why the traditional SubD method don't work on these dynamic objects. Not in 3DCoat, and not in ZBrush, either.
  3. You can assign a hotkey to the Freeze brush (like F for example) by hovering over the tool and hitting the END key > make the assignment. Not only can you invoke it at any time with the hotkey, but you have Sticky Key Functionality, which can make it even more useful. Let's say you are using a Clay Brush and suddenly want to freeze mask an area around the eye...you can hold the assigned hotkey for the Freeze tool and paint that mask....let up when you are done an 3DCoat immediately switches back to the brush you were using.
  4. It goes through the process over the course of the series of videos, not just this one. In the Retopo Room, you can click on the IMPORT tool in the COMMANDS section or the MESH menu > IMPORT. Hit ENTER to commit it to a layer. In the Sculpt Workspace, you can go to the GEOMETRY menu > choose RETOPO MESH to SCULPT MESH and enable CONFORM RETOPO MESH, so that changes made to your High Poly are applied to the Low Poly Retopo Mesh, simultaneously. When done sculpting, you are ready to bake
  5. 3DCoat handles the process of stepping down to a lower res version of a model, to do tasks that are calculation intensive, with a different approach. It has to because Voxels and Dynamic Subdivision meshes require it. You also lose Subdivision levels when you use Dynamesh or Sculptris Pro in ZBrush, for much the same reason.
  6. There are other videos that show this, but this is a good example of importing a model made in another app, going through this process and exporting back to the host app.
  7. This is exactly what I have asked Andrew for multiple times over the past few years. He said it is a good idea, but it has never been implemented. I can understand why Sculpt Meshes remain separate, but there should be one unified mesh in all other rooms. The way it is now is unnecessarily complicated for users, especially new ones, and it's just as hard trying to explain this complicated structure in 3DCoat, with 3 different mesh/object types that are tied to specific rooms. Anyone else who may want this, please send your request to Andrew, so it makes the high priority list.
  8. I think Andrew wants to leave it up to the user to decide which hotkeys they want to assign to the Workspaces...which you can easily do. Just go to the list menu with the Workspaces listed and as you hover over one you want to assign a hotkey to, you hit the END key and make the assignment. It's that simple. I assigned F-keys to the ones I use most.
  9. Honestly, it's best to just assign hotkeys to the workspaces and invoke them this way. It's much faster and efficient than clicking tabs in the UI. The tabs were removed in 3DC 2021 to help reduce UI clutter.
  10. Voxel Smoothing is definitely faster, now, after the new tech Andrew implemented.
  11. Currently, I don't think that is an option, because Textura is intended to be just the Texture Painting tools of 3DCoat. The Texture baking from high poly to low poly falls under the Retopology/Texture Baking tools of 3DCoat. However, you could contact Sales@Pilgway.com and explain why you think it should be part of Textura (ie, that Texture Baking High Poly to Low Poly is offered in Substance Painter) and I am sure Stas and the staff will consider it. They are extremely fair people, so it is very possible that they would accommodate this request.
  12. I asked Andrew about Vector Displacement alphas as well, a few years ago. It's a better solution than the ON PEN option in the IMPORT tool, especially for repetitive objects like scales, spikes, teeth, etc...as you can apply many with a single brush stroke (using spacing) and you have better control using the Stamp Draw modes.
  13. https://3dcoat.creator-spring.com/listing/3dcoat-white?product=793&variation=103542&size=4470
  14. I just tried on my side and it looks like some of these items are out of stock, on Teespring's side. Some of the others are in stock. My guess is that in the US, there is some serious supply chain issues...with many cargo ships sitting offshore in California. Who knows what all is behind it? COVID-related problems, I suppose.
  15. I don't think it ever has. This might be because many users stack UV islands over their mirrored siblings in the Texture Space, to get a symmetrical effect and preserve UV space at the same time?
  16. Good call. I can confirm this is indeed the case. With USE BRUSH AS VOXHIDE checked, it appears to subtract or indent with each stroke. This option should be turned off by default, though.
  17. Select tool, I agree, should not be a tool, but a constant function. However, the TRANSFORM tool implies BASIC TRANSFORM OPERATIONS, not just MOVE. I has Rotate and Scale built-in. If this is not to your liking, you can always set it to be just MOVE or just SCALE or just ROTATE at any point, in the Tool Options panel or by using Qwerty hotkeys
  18. 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.
  19. 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.
  20. Yes, just contact Sergii and please be patient. He will get to the bottom of it.
  21. 3DCoat is not mentioned among the tools used, on Artstation, so why is it in the 3DCoat gallery, here?
  22. Yes, I agree 100%. It doesn't belong in the same tool group.
  23. 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.
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