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AbnRanger

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Everything posted by AbnRanger

  1. We are trying to help, so please be patient. I merely suggested watching some of the Blender Applink videos because they walk through a common workflow, regardless of what external app you may end up exporting a model to. So, in the previous video screen capture, Carlos noticed that the object apparently had some (Vertex) Paint applied to...and that was why you could not see the adjustments to the shader. A shader is like a base material. Any paint applied will cover it, just like paint would cover a piece of wood in the real world. I don't have access to this tutorial series, so I cannot tell what the instructor is doing. My guess is that he is showing how you can use either a shader or paint over the shader.
  2. As Carlos is saying, when you have an object where Vertex Paint is applied, the paint is on top of the shader material. Think of the Shader as the base object material and the paint...as in the real world...is applied over it. When you then, try to adjust the shader settings, you cannot see the adjustments because the Vertex Paint is covering it. The best thing to do is to wait until you have finished creating/sculpting all of your models before applying paint to them, and use shaders to apply base materials for them. After you are done with the modeling/sculpting stage, you can then proceed to apply vertex paint or Retopo the model > bake the details > Paint in the Paint workspace on the low polygon, UV mapped model. This Blender Applink series walks through the process of importing a base model into the Sculpt and Retopo workspaces > sculpt > bake > texture paint > export back to Blender. It will provide some insight into a typical workflow.
  3. That is true and would be a good idea if you shot support an email (support@pilgway.com), asking for this, as I am sure it would be a relatively easy thing for Andrew to add. Nevertheless, the ability now to store a freeze/pose selection to a layer makes it a more non-destructive workflow when dealing with masks/selections.
  4. Actually, that now exists. I just spoke with Andrew about this topic and he said he recently added the ability to save a Freeze Mask to a Paint Layer (the same way you can store a POSE selection to a Paint Layer). When the FREEZE tool is active, you will see the Options to "FREEZE to LAYER," "CLICK & PICK to FREEZE" and "CURRENT LAYER to FREEZE." EDIT: After storing a freeze mask to a Paint Layer, you could then hide the mesh in the FREEZE menu as previously discussed, but you may want to assign a hotkey also to the UNHIDE ALL menu option in the GEOMETRY tab. That would unhide the mesh (I thought you just wanted to hide the freeze mask temporarily), but you could always get your Freeze mask back via the CLICK AND PICK option in the (Freeze tool) Tool Options panel.
  5. When you make a freeze mask, you need to first store it, if you want to get it back again at some point. To do this, you simply choose STORE or RESTORE from the bottom of the FREEZE menu.
  6. There is an option currently in 3DCoat to convert polygons into NURBS/Solid Surface objects for export to apps like SolidWorks. Can you run Auto-Retopo on this Voxel object and see if it gives you a cleaner mesh to export with this option?
  7. I believe this is likely the case, because I remember someone else having this problem last year and the Sales director gave the very same explanation that you gave.
  8. I had an original AMD ThreadRipper CPU (1650X) and the AMD 4800H CPU (the model the year before yours, I think) in a relative's laptop, was noticeably smoother and more responsive when sculpting in 3DCoat. That's when I sold the ThreadRipper CPU and got an Intel CPU to replace it. It's weird how some AMD CPU's work really will with 3DCoat and some don't.
  9. Here is a video explaining more about the performance issues relative to the recent Windows update KB5023706 and how to uninstall it.
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. 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?
  15. 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
  16. 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.
  17. ...and you also have some good 3rd party resources available on the internet, with just a minimal amount of search effort.
  18. 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
  19. 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:
  20. Yes, that is a good point. Anything that messes with the mesh structure while Multi-Resolution is active, should be disabled.
  21. 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
  22. 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.
  23. 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.
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