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artman last won the day on April 1 2015

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  1. artman

    3DCoat 4.8 BETA testing thread

    no I don't know that ahaha...I thought it was just some changes to the Merge tool import features and export from file menu. But you're right it probably implies bigger changes under the hood.
  2. artman

    3DCoat 4.8 BETA testing thread

    lol no I never talked about going" all quads" I Im talking about importing a mesh to sculpt and preserve its original topology. For animation where you've decided you wanted tris and where you wanted quads is important . By "used in the industry" I mean to sculpt layers to import blendshapes and morphs in your animation software on your original rig.....you need to preserve vertex order to do that. Also conforming when changes are big IS a nightmare. (ex:poses with changed finger positions). As I first said the artistic/designing aspect of what sculpt layers are used for is very solid :).
  3. artman

    3DCoat 4.8 BETA testing thread

    Wow,it really works well !!! The "artistic" aspect of it for sculpting is solid but the "pipeline" aspect of what sculpt layers are mostly used in the industry even in 2018 is not usable right now because 1) 3coat does not preserve vertex order and triangulate the whole mesh on import in Surface mode 2)it destroy UVS 3)there is not way to go up and down subdivision levels (proxy mode changes topology we need basic up/down catmull subd)
  4. 1)Geometry menu-Proxy Method-Decimate 4X 2)RemoveStretching is for building up your volume (in my workflow it almost completely replace Voxel usage.) You dont need it to make macrochanges ,your 1.3 million poly sculpt can probably be posed/ tweaked alright unless your are planning some extreme changes like using the Move tool to stretch some giant appendage out of your character. Playing with proportions is not really destructive to details ...
  5. yeah exactly,choose a decimated or degraded proxy mode (4x) and you should be able to do moving/posing of large areas comfortablly. You will have to redo your frozen selections tough I think ...
  6. Do your macro modifications in proxy mode...you will have access to all surface mode tools on a lower-resolution proxy model ,all your changes are gonna be transferred to your 1.3 mill mesh without loss of details in the Liveclay areas. Do not convert a Liveclay detailed models back to voxels. Voxels are to build the global form of your sculpt and do your booleans and stuff like that..(although you can do booleans in surface mode without altering your Liveclay detailing but generally SF mode booleans are more heavy calculation) What are the macro modifications you have in mind? Im pretty sure you can do them in SF mode, most voxels tools have SF/Liveclay counterparts...
  7. artman

    3DCoat 4.7 (BETA testing thread)

    Andrew would it be possible to have the Lamblight shader back in latest builds even tough it is a new shader system or is it vey hard to convert? New shaders are very good for texturing I think but I have a hard time making even one good shader for rendering unpainted sculpts. I tried various matcaps based on Lamblight or just fiddling around the clay and skin shaders to get the same look but it never really reach that look/finish. Lamblight looks very special with Light scattering when tweaked properly.... Thanx.
  8. artman

    SurfaceMode sculpting presets

    actually the ones in the default install are mostly older...or seem mixed with older ones.I always remove them anyway as Im still using only the ones attached here.. I dont really need to update them for the same reasons DamStandard brush in Zb is the same since like 5 years.... What I could do tough is make new ones for different purposes/effects but I do better work when not bouncing between a gazillion brushes and I dont really want to spend time making new ones as it was a pretty tedious process....what is truly missing is Fx brushes like cracks and stiches ect...and anyone can make those with a few good alphas and fiddling with spacing values...I just wanted to have good core brushes for flattening/polishing/blocking and sharpening.
  9. artman

    V4.5 BETA (experimental)

    now,that's pretty cool to have in huge voxtrees....thx !!!!
  10. artman

    V4.5 BETA (experimental)

    it is for converting Materials not Shaders....
  11. artman

    V4.5 BETA (experimental)

    This is really an efficient approach,smart materials are great but those shaders are really fast....I mean you cannot get any faster than this. A lot of texturing artists are gonna love this .
  12. artman

    V4.5 BETA (experimental)

    Does anyone experience crashes when loading camera position files?
  13. artman

    V4.5 BETA (experimental)

    Refactoring the whole app is a pretty huge task...I'm not sure its finished.
  14. artman

    polygroups in 3Dcoat like zbrush ?

    @Digman: Polygroups keeps the mesh altogether. You can save/load both Freeze selections and Pose tool selections : pose via Tool options and Freeze via Freeze menu.
  15. artman

    V4.5 BETA (experimental)

    No crash so far and it seems it also solved an issue where LC sculpting on meshes with non-depth picmat shaders displayed weird grid pattern.