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AbnRanger

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Everything posted by AbnRanger

  1. And when the application is restarted, 3DCoat will refresh these settings to default. Another option is to go to the EDIT menu > choose RESET TO DEFAULT SETTINGS.
  2. As Carlos said, the Voxel Resolution for maintaining sharp edges and crisp details, needs to be higher. You will have to experiment a little to see what works best for your specific needs in a given setting, because you are using Pixels...volumetric pixels, and just like in Photoshop, you cannot get sharp details with a low resolution image. Some objects, you can model in the Modeling or Retopo workspaces and bring those into the Sculpt workspace when needed (go to the Geometry menu > choose Retopo mesh to Sculpt Mesh). That is why these tools are there. Because sometimes it is better to build hard surface models with low poly quad geometry, using the polymodeling tools in 3DCoat.
  3. True, but in the mean time, you can use a Freeze Mask > choose SHARPEN MASK in the FREEZE menu > switch to the Pose tool which will use a Freeze selection as a Pose Selection.
  4. It does have a RESTORE TO DEFAULT option when the user RMB over the tool button, but I too have asked Andrew to add a RESET (to default) on every tool that has tool options.
  5. It happens in 3ds Max, too, where you sometime delete edges and it leaves a big N-Gon. I am not sure what conditions are required for it to leave an Ngon or auto delete the faces.
  6. Can you try this series, even though it is aimed at Blender users (utilizing the 3DCoat 2 Blender applink that comes with Blender) and see if it helps get you started?
  7. This video series covers a lot of the traditional processes, even though it is aimed at Blender users, trying to get a low poly asset from Blender to 3DCoat > Sculpt > Reuse the original mesh for Retopo/Baking purposes > Setup UVs > Baking > Paint in Paint workspace > Export back to Blender, ready to render. Also, regarding comments comparing 3DCoat tutorials to Blender's, remember that many of the tutorial series you see regarding Blender are from 3rd party resources...this includes Andrew Price's. Even Zbrush's tutorials are largely made by 3rd party sources. There are some good 3rd party resources for 3DCoat also. It may take some Google/Youtube searching to find the ones you are looking for.
  8. 5) There is more than a few (tutorials). There are HUNDREDS on the 3DCoat Youtube Channel, and they are placed in the appropriate playlist. https://www.youtube.com/@PILGWAY3DCoat/playlists Anton Tenitsky's Youtube Channel is also a great place to look and he has a number of series (including some paid tutorial series), covering the basics as well as more advanced projects, using a wide assortment of tools in the process. https://www.youtube.com/@AntonTenitsky https://www.youtube.com/@AntonTenitsky/playlists https://tenitsky.gumroad.com/ Industry Tuts also has a lot of good 3DCoat content as well: https://www.youtube.com/@industrytuts5272/videos LearnSquared has a number of 3DCoat related courses, taught by industry artists such as Jama Jurabaev (Concept Artist and Art Director at Lucas Films) https://www.learnsquared.com/courses/intro-3dconcept https://www.learnsquared.com/courses/armada-concept-art https://www.learnsquared.com/courses/creature-design On the 3DCoat Facebook page, there are tutorials posted there on a regular basis. https://www.facebook.com/3DCoat
  9. This option is not available in the Retopo Room. Only when Vertices are selected.
  10. What build are you using? As you can see in the GIF above, with build 57 I get absolutely nothing.
  11. Do you mean like this? If so, I have requested something like it in the past...like a SPLINE mode for the Pose tool.
  12. I raised the same issue with the developer of the Retopo tools, and this was a curve ball for all of us, because it is part of the Soft Selection feature that was just added to the latest builds. I asked him to make a checkbox enabling or disabling Soft Selection, because it would otherwise confuse everyone.
  13. Yes, but the image you showed, indicated that the best/quickest solution there was indeed to weld the vertices of the 2 edges on one side to the 2 edges on the other. You could just select the 3 edges on each side and use the Bridge tool, but honestly, I cannot see the need for extra geometry between those edges. That is why I suggested the Weld Vertices tool.
  14. Are you wanting to weld those vertices together (rather than creating new geometry between them)? You can just click on the SELECT button > Vertex mode > select the vertices you would like > RMB click in the viewport to bring up the context sensitive RMB menu > click WELD VERTICES. There is a parameter in the Tool Options panel to adjust the weld radius. As you drag the weld tolerance slider, you should notice a change in color to indicate they are now in range of being welded together.
  15. That looks like there is some kind of polygonal stretching. Could you hit the W key to look at the wireframe? If there is, you can always "Dynamesh" (make the polygons all uniform) it by hitting the ENTER key.
  16. That is a good idea, but in the mean time, just assign a hotkey to the rectangular or freeform lasso, so you can quickly switch to it when modeling.
  17. If they were one mesh, you could do this, but they are very different mesh types. I agree with you to the extent that low poly meshes ought to be the same. There should no longer be a Paint Mesh and a completely separate Retopo Mesh. In 3DCoat these mesh types should be merged, so that baking is just making Paint Layers for the very same mesh...and the same mesh can be painted in the Paint room or edited in the Retopo room. This would allow the elimination of the Tweak Room and removal of the UV tools in the Retopo Room...so there is no more confusion for new users. The UV room would apply to this unified mesh. Andrew said a few years ago, that he agreed this should be done, but it is probably a big undertaking and that is why it has been pushed back in the line of requests.
  18. Can you do a test and see if it is the UV's? A black texture almost always points to that. Go to the UV workspace and for each UV set (a drop list menu in the upper left, just above the viewport), click the UNWRAP button in the tool panel. Once that is done, click APPLY UV SET. Now, go back to the Paint Workspace and try AO baking once more and see if it works this time. If it does, then that means there was something fudged with the UV's prior to this test.
  19. Let me try to assist a little bit. I think I know what you mean, but I may be off target. 1) If you want to import a Vector shape from something like an Illustrator file, make sure to save the Illustrator file as an EPS file. 2) In the Sculpt Workspace, go to the CURVES menu and choose LOAD CURVE or LOAD CURVE FROM IMAGE With the Curves now in 3DCoat, you can use a number of tools to add volume, but something like the Sphere tool will work... 3) Select the CLOSED SPLINE draw mode, on the right side of the E-Panel (hit the E key to bring the panel to your cursor) 4) Select the the first icon...the SEGMENT selection tool > select the shape/curve you want to fill 5) RMB click on the curve and choose FILL INSIDE PROJECTION....but you can also choose BRUSH ALONG CURVE to make it fill just along the curve. 6) There are boolean operations you can use from the CURVES Menu > CURVES OPERATIONS....but you could also just select the curve that would cut/subtract when you repeat step 5, except this time you hold down CTRL while doing it.
  20. Glad that worked. Do you remember what font you used and what size you were trying to use? I will try to report the bug and hopefully Andrew can reproduce > fix it.
  21. Yeah, I agree. Increasing the font a certain amount can cause some issues. I noticed that a few months ago, so I went back down to a little bit smaller font size. Try the following in order to see if it works and if you like it. I recently proposed to Andrew that this should be the default font/size/style, because it matches closely to what you find in other applications, especially Photoshop. The current default is HUGE and too thin, IMHO. 1) Go to the EDIT menu > click PREFERENCES > THEME tab > click CHOOSE THE UI FONT button at the top of the panel. 2) Select "Yu Gothic UI" with SEMIBOLD font style and 10 -12 as the size
  22. In the Retopo Workspace, if you have the SELECT TOOL > EDGES MODE active, you can click the SELECT SHARP button in the SELECTED section of the tool panel...or RMB click in the viewport and click the tool in the RMB quick menu. Is that what you are looking for?
  23. There is currently an option to ALT click the visibility (eye) icon of a layer, to solo/isolate it. Will that work for you?
  24. I had a little problem that is somewhat related, but as it turns out, the OBJ chosen when the Primitive tool is active, was a bit too dense. The polycount on those need to be like 30k or less. It's largely because the Primitive tool wasn't designed to handle dense meshes and it has built in Free Form Lattice functionality. The same thing applies to repeating meshes along a path in the CURVES tool. The individual meshes need to be a lower density, in order to remain relatively interactive, when using the tool. Can you try an OBJ mesh that is below 20k and test again?
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