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artman

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About artman

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  1. artman

    3DCoat 4.8 BETA testing thread

    In both DX and GL builds I'm having a lot of atifacts,holes when using Soft Booleans and Cutoff tool. Especially when using it multiple times and having bevel subdivision level to anything but zero. It's easily reproducable using the E-panel circle and the Default 3Dcoat head bust. Im using the SL build,I will try the regular one and report. EDIT:same results in regular build.
  2. artman

    3DCoat 4.8 BETA testing thread

    v4.8.40 SL Soft Booleans from voxtree rmb menu only works if user do booleans using the picker. It does not work using the booleans shortcut while draging volume layers (ctrl,shift ect..) and it does not work when selecting the volume in the list.Actually I thought it didn't work at all until I tried the picker. Btw its really,really cool...especially when combined with the VoxLayer tool and curves. Great addition.
  3. artman

    3DCoat 4.8 BETA testing thread

    Andrew, there seeem to be extremely messy results when using soft booleans (and maybe booleans in general,I haven't tested) when user is not working on Layer 0. By messy I mean holes and heavy artifacting,remaining chunks of mesh ect... I don't think its necessary for Soft booleans to be compatible with sculpt layers but if it can generate problems when working on anything but layer 0 then it should work on Layer 0 by default. Im using latest SL build.
  4. Those are my sci-ifi brushes.:) Hope you like them. To use them using splines disable "Steady stroke".
  5. artman

    3DCoat 4.8 BETA testing thread

    There is a gradient mode inside Fill tool. Linear ,Spherical and using custom points.
  6. artman

    3DCoat 4.8 BETA testing thread

    it seems to only work with a limited amount of primitives (I haven't tested all of them) The button to access the Soft booleans parameters is the little box that looks like a checkbox and has nothing written on it.
  7. artman

    3DCoat 4.8 BETA testing thread

    Ok,I managed to get Soft booleans working it seems it does not work with the Freeform Primitives and the one that are in the models tabs.only the other kinds. It's very powerfull and fun to use ,is there any plan to add this to all booleans ?(model tab,curves(mesh curves) or even general booleans from voxtree objects) .
  8. artman

    3DCoat 4.8 BETA testing thread

    Andrew can you briefly explain how Soft booleans work? None of the parameters seems to have any effect when applying operations.Im just testing using default primitives. Also,I found source of camera jump when using Run brush along curve, the issue happens when user(like me) have set camera navigation to "Rotate around last draw point" or "rotate around custom point"
  9. artman

    3DCoat 4.8 BETA testing thread

    Does anybody knows how the new Soft booleans mode in Primitive tool works? "Apply soft Booleans is checked but any of the Bevel parameters have no effects on applied operation(substract). Btw the soft Booleans button is really hidden it needs to be much more obvious,it looks like a checkbox but it's a button...and there is nothing written on it ;). (im using latest SL beta build 4.8.39)
  10. artman

    3DCoat 4.8 BETA testing thread

    4.8.38-SL (GL64 and DX) Bug;Whenever I hit apply when running brush along curve (either using old curves or new curves) I get a big jump in camera zoom. The curve stroke is applied correctly in space but the camera jump is extremely annoying especially when you need to apply strokes multiple times, Can anyone test and confirm? thx
  11. 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.
  12. 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 :).
  13. 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)
  14. 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 ...
  15. 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 ...
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