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AbnRanger

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Posts posted by AbnRanger

  1. When you Remesh to a lower poly quad mesh, you don't need to decimate anymore. You can Bake the details down to the lower poly mesh, in the Retopo Room (via BAKE menu) > export it directly from the Paint Workspace afterwards. When you go through the BAKE menu, choose MV (Microvertex) because it will let you export with the displacement baked into the mesh on export. To do this, your baked copy of this lower poly quad mesh will be in the Paint Room. From there, go to the FILE menu > EXPORT > EXPORT HIGH/MID POLY MESH  

    • Like 1
  2. 14 hours ago, Elemeno said:

    736011213_sameresult.thumb.jpg.a3a769354aaebd7968f9a512a45dfca0.jpg

     

    thats what i get

    Is the mesh messed up, or is this a display bug? You can check by toggling wireframe on (W key) and inspecting the mesh. Is it full of holes like this viewport display makes it appear? If the mesh is actually good, then it would seem to point to an issue with the graphic card driver...rather than with 3DCoat, alone. I say this because in my tests, I cannot get it to reproduce this error. When was the last time you updated your graphic card driver?

    Untitled-1.png

  3. 2 hours ago, Elemeno said:

    create any shape... zoom close to the object for extra detail and use screen space subdivision while in surface mode and it ruins the whole mesh

    Can you try something and see if it helps, because I cannot reproduce the issue when I test this feature? Rename your current "MyDocs/3DCoat" directory > restart the application and select SURFACE SCULPTING > choose the Human Bust preset model. Zoom in a bit and click the Screen Space SubDivision option in the GEOMETRY Menu. Sometimes an XML file can get corrupted (perhaps from a crash or something) and make the app exhibit bug like behavior in some area.

  4. 2 hours ago, milhouzz said:

    asking this again, but would love to have the opacity jitter work when using any tool, like having random depth using the 2d paint would be awesome! :)asking this again, but would love to have the opacity jitter work when using any tool, like having random depth using the 2d paint would be awesome! :)

    Perhaps I am misunderstanding your suggestion/request, but in the Brush Options panel, you do have JITTER for Opacity....when you have Color applied by the tool/brush. You do not have Opacity Jitter in the Sculpt Room, with the Sculpting brushes, because no COLOR is applied in that workspace. In the new Sculpting Brush Engine, you can find Jitter settings in the Tool Options panel > MISC SETTINGS > click JITTER and the Jitter options will appear.

  5. While Voxels do not have dynamic resolution functionality like Surface mode does, there is a technique you could use that mimics it, somewhat. That is to use the COPY tool in the Tool Panel > create (and select) a new blank Voxel layer, ensuring that the Resolution (x4,8,16, etc.) matches the layer you are copying from > change the shader to something that contrasts with the shader of the object you are copying from, to make it easier to see exactly what you are copying > brush the area you need more resolution, to copy just that part of the original layer. Now, you can increase the resolution to the level you think you need, for example, enough resolution to capture fine wrinkles, bumps on the skin and skin pores, etc. You can also change the shader to match the original layer, and it will be hard to visually notice where the new copy is, as it blends in well with the original layer.

     

    • Like 1
  6. On 6/4/2022 at 7:11 PM, alexn007 said:

    Thanks to @Silas Merlin from the Discord server.

    To remove the gray haze, I pointed out in the video when working in the node graph, just uncheck this option.  This was so helpful.

    Might be nice to have this off by default, but at least you can choose now.

    unknown.png

     

    Yes, I agree. Someone asked Andrew for this grey out effect and didn't realize it may not fit everyone else's preference. Therefore, it is fine to have as an option, but should not be the default, as it forces every other user to have to spend needless time turning this off, manually. 

    • Like 1
    • Thanks 1
  7. 14 hours ago, aetherborn7 said:

    Hi guys,

     

    I've found out how to get pen pressure by clicking the little pen icon by radius, etc. However, every time I restart the program, it keeps defaulting to the little mouse icon to indicate that I would like that for my input method. This is extremely annoying as I have to keep manually resetting it. How can this be fixed?

     

    Thanks

    I did a little test on my end (Windows build .29) and I can confirm this, and yes it is annoying to have to reset the 2nd Brush Draw Mode (from the left) every single time I switch to another draw mode and come back to it. The 1st, 3rd and 4th Draw Modes (from the left) default and stay in Pressure mode, until/unless the user changes it. And they remember the last pressure mode chosen. The 2nd one does not...but should. The 5th and 6th ones do not use pressure, so that is why they are not set to pressure sensitive mode.

    • Thanks 1
  8. 1 hour ago, soullessita said:

    I've just updated my 3Dcoat from 2022.16 to 2022.29 becuase the external editor options in paint room were missing in the previous version for some reason.

    Now I got back those functions but the program crash basically within 30 seconds after I load or create a file, any files (either a previous 3Dcoat file, or a new low poly fbx or obj)...

    I tried to delete the 3Dcoat folder on user/documents, reset everything to default (even if it was a fresh install), run as admin and reinstalling.

    As this been reported from other users? How can I fix it?
    I can attach a video if required.

    I had a similar problem a few years back and I complained to Andrew about it...but he could not reproduce it on his end. I was perplexed as you are, now. It turns out that my Anti-Virus app was the root of the problem. Somehow, it keeping/blocking 3DCoat from opening documents it needs to, in order to operate properly. I went into the AV settings and added the program file, 3DCoat.exe, to it's exclusion list. You may try to do the same and make sure your firewall also has it on it's OK/Exclusion list. 

     

  9. 13 minutes ago, Starship3D said:

    This is just a general question regarding why to use one mode over the other. Are there any specific reasons to use surface mode over voxel mode, other than it runs faster? I did a search on here, and I couldn't find any reason to use surface mode, or in other words, there are no reasons you have to use surface mode, is that correct?

    In general, Surface mode is the more refined and nuanced mode for serious sculptors, however, Andrew just added a new Voxel Clay Brush engine (in v 2022) that rivals the Clay brushes in terms of performance, feel and overall behavior. The good thing about working in Voxel Mode is that the Surface mode brushes are instantly ready to use right beneath the Voxel Brushes...so the user never really has to switch to Surface mode, during the much of the process. So, in short, Voxel mode is sort of a Hybrid sculpting mode, but to maintain Sculpt Layers, one needs to use Surface mode...as Sculpt Layers do not work with Voxel Brushes. Surface mode is perhaps better suited for the final/finishing stages of a sculpt, where the user needs incredibly high polygon counts for things like skin pores and micro-surface cracks and wrinkles.

     

  10. 1 hour ago, Elemeno said:

    guys... ive done two models, a high poly aand a low poly in blender,

    i want to paint it in 3d coat

    how ever for the life of me i cant manage to bake properly the uv maps work in paint but not retopo, the mesh keeps disappearing

    the ui is sooo over complicated to the point where its more work to use this software than it is to use blender or zbrush and zbrush is a mess!

    if your mesh is too thin the voxels destroy the mesh

    like 90 percent of the ui in this software could be removed and nobody would miss it...

    it needs revamping seriously!

    nothing is straight forward, i want to import a low poly thats already unwrapped and then bake high poly maps onto it... but it just wont...

    would i like to bake-bake textures-bake normal with flat displacemnt-bake normals with rgb,bake normals with unnormal normals... its ridiculous

    i just need a baking menu that is simple, my mesh is already on 3d coat , i click bake an a menu comes up, with each material, curvature,AO ,normals etc... i can choose what i want baked , i just locate the high poly , give a texture size and bake... its literally all it needs

    theres no proper tutorials.. the menus are confusing .... i should have just stayed using it as a sculpting tool and thats it.

    This series does a walkthrough, from Blender (low poly model) to 3DCoat and back to Blender, with Sculpted and texture work done in 3DCoat.

     

    • Like 1
  11. 59 minutes ago, Elemeno said:

    guys... ive done two models, a high poly aand a low poly in blender,

    i want to paint it in 3d coat

    how ever for the life of me i cant manage to bake properly the uv maps work in paint but not retopo, the mesh keeps disappearing

    the ui is sooo over complicated to the point where its more work to use this software than it is to use blender or zbrush and zbrush is a mess!

    if your mesh is too thin the voxels destroy the mesh

    like 90 percent of the ui in this software could be removed and nobody would miss it...

    it needs revamping seriously!

    nothing is straight forward, i want to import a low poly thats already unwrapped and then bake high poly maps onto it... but it just wont...

    would i like to bake-bake textures-bake normal with flat displacemnt-bake normals with rgb,bake normals with unnormal normals... its ridiculous

    i just need a baking menu that is simple, my mesh is already on 3d coat , i click bake an a menu comes up, with each material, curvature,AO ,normals etc... i can choose what i want baked , i just locate the high poly , give a texture size and bake... its literally all it needs

    theres no proper tutorials.. the menus are confusing .... i should have just stayed using it as a sculpting tool and thats it.

     

  12. 8 hours ago, Elemeno said:

    wondering , would it be better for 3d coat if it was free and they had a donations page...

    i already support blender every month even though its free..

    i would 100% support 3d coat if it was put out there for free too, plus if all the new updates being able to add addons is much easier ,

    blender alone has over 100,000 dollars a month support

    if 3 coat had that month imagine the updates,

    i only say that because i love the software and the devs are such friendly people.

     "Free" Opensource model is not a sustainable business model for 99% of businesses. 3DCoat would be one of those 99%.

    • Thanks 1
  13. 2 hours ago, kenmo said:

    Opening the same project file with 3DC 2021 the model appears in the Paint Room and everything is fine.

     

    3DC-2021-PAINTrm.JPG

    Send this workfile to Andrew (via the Help Menu > Send file to Support) and send and email to Andrew, explaining the situation and let him know if it is repeatable on your side. It might not hurt to also update your graphic card drivers and restart the app to see if that has anything to do with it. 

    • Like 2
  14. 11 hours ago, jimhatama said:

    retopo mode still doestn have closest from camera snapping. It makes retopo meshes with close surfaces(or surfaces behind them) real pain. 

    retopo.gif

    It has 3 modes...nearest, nearest along normal and outer surface. I think outer surface would most closely match what you are trying to do, here. Ghosting your Sculpt Object will let you see through it, in order to pick vertices that somehow fall beneath the Voxel Surface. This video may offer some useful tips in situations like this.

     

    • Like 1
  15. 7 hours ago, alexn007 said:

    Hi, looks like the latest update has the glitchy ui again. if you add a panel like the presets panel and dock it in the sculpt room, it starts to glitch in pulses. I've tried resetting all layouts and that did not help. The only way I found to fix this was to uninstall and revert to version .25.  Not sure if others are seeing this behavior.

    Thanks

    I have noticed some UI glitches. When I was using the Surface Brushes while in Voxel mode, I could not see the SHIFT or CTRL SHIFT menu. They should be there when Surface Brushes are selected. I had to switch to another workspace and back to the Sculpt Workspace, to get them to appear. And also, when I switched to the Paint Room, I only saw the bottom half of the Tool Panel. Had to switch workspaces, again, to make it right, again. I hope these UI glitches get fixed soon.

    • Thanks 1
  16. 4 hours ago, P1505C said:

    Hi all.

    I'm a new user of 3D Coat, looking at a migration from ZBrush. I've been playing with the demo for a few hours and all has been fine, but all of a sudden the performance is very laggy. I have no lags on any other software, haven't changed anything. The lag happened mid-operation (adding a new primitive) and no matter what I do I can't get it to stop lagging.

    I have re-installed GPU drivers, ensured Windows 11 is up to date, restarted a few times, about to un-install and re-install 3D Coat. I'll probably buy the software to support the developers especially with everything that is going on in this crazy world of ours, but I'm concerned about performance if this is going to be my primary tool.

    I can post hardware specs etc if that'll help.

    Thanks.

    Do some tests working strictly in Surface mode and see if that, too, is laggy. If not, then we probably have a clue as to what it might be...Voxel resolution might be too high. Can you create and share a short screen recording of some kind, showing how/when this happens?

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