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  1. Okay. Okay. I know that you're sick of me. :p However, at the risk of stating the obvious, have you contacted Pilgway sales or Andrew directly via their official emails? (sales@3dcoat.com and andrewshpagin@gmail.com) They might respond quicker there than to this thread. This is not really an official support channel. Also, it's nearly 7:30p in Ukraine, atm. Andrew & Co may not respond to you for a good 12+ hours since their work day is over. Couldn't hurt to DM Carloasn on Discord while you're at it; He's currently online as of 12:30p EST. Anyway, sorry for annoying you... again. Have a good one.
  2. After hearing your story, I was a bit wary, but risked it anyway. The entire process, for me, went off without a hitch. It took a minute or two for the license file to register in my account after purchase, but all is fine now and I'm good for another year. Supreme thanks to Andrew and his hard working team on getting this up and running. Cheers.
  3. The option has seemingly just appeared in the "upgrade" panel and on my "account" page. I was wondering if everything's ready to go now. Looks like it, but I wanted to be sure first.
  4. Thanks for the response, Andrew. I'll be on the lookout. Just you and your family stay safe. Best wishes, prayers, and all that good stuff.
  5. I understand that you're anxious and, understandably, maybe even a little impatient. Some of us are - myself included. However, as noted by Andrew's post above, they should have the system prepared to handle the this stuff by or before the 13th; Their time, presumably. Besides, it's only the 11th. If it happens a day before the 13th? Great. If it happens a day later? That's fine too. Again, as you have a permanent license, your copy of 3dcoat will continue to run regardless. Whether or not you can buy that extra 12 months maintenance a day early or a day late is really inconsequential. Hey. Pass the time. Make something cool. No time like the present, right?
  6. Not a problem. Happy to chime in. I wanted to add something to my post that I didn't make clear, unfortunately. While I do feel that software is just a means to an end, I don't want to diminish the importance of software choice. Whenever you're working for yourself - whether you're a hobbyist, freelancer, or run your own studio - your pipeline length or choice of apps is really nobody's business, but your own. However, when somebody else is calling the shots (eg. employer), the choice is out of your hands. Consequently, what apps you end up using is really situational. As such, you may be totally comfortable and productive doing everything in just Blender, 3DCoat, and Affinity, but if your employer - prospective or current - demands proficiency in Maya, Photoshop, ZBrush, and a half-dozen other apps then you just have to go with the flow. When somebody else is signing the checks and making the decisions, personal choice sometimes takes a backseat to compliance. On the plus side, if you've already mastered the relevant skills and techniques in one set of apps, moving them over to another is infinitely easier. The terminology may change from app to app and the UI/UX may be different than what you learned, but all of these apps are fundamentally the same relative to another in that category. So, even if you've made Maya your home for 5 years, the process of moving to 3dsmax or Blender becomes more about figuring out where they "moved the furniture" and, maybe, why. To put it another way, having learned to drive on that Nissan Altima that you've had for 4 years doesn't mean that you need to relearn how to drive just because you've bought a Tesla. Own a dozen cars in your lifetime and none of the broad strokes of the experience or process change from one vehicle to the next, only the finer points and creature comforts. (I can't even tell you how many apps I've had to learn, work with, and/or master over the past three plus decades.) Focus on skills and techniques. Understand where you want to be as an artist, personally and professionally, at some point in the future. Don't lose your mind if you started to learn, master the "wrong apps" in your studies; You can always change apps once you've gained a degree of mastery in what's been on your plate.
  7. I'm going to save you YEARS of heartache and waffling on this issue. It's simple. Skills, not software. Apps come and go. Apps break. Skills are portable. Skills are perpetually upgradable. Skills last a lifetime. You can make amazing concept art with as little as Photoshop or equivalent (eg. Affinity or Gimp). You can go super complex and can toss every app in creation at the subject being rendered. The bottom line here is that, without the skill (and patience) to follow through on your vision, you're probably just going to produce rubbish. Focus on core skills. Lighting. Anatomy. Volume. Texture. ETC and so on. You don't have to be a great 2D artist to create great art. In fact, you don't even have to draw; It certainly helps to at least know more than stick figures, but it's not strictly necessary. No. You DO need a firm understanding of classic, non-digital art skills though. Paint? Clay? Chalk? Photography? Anything like that. The skills you learn there are applicable to digital art. Look. Old school big budget movie matte artists used to create AMAZING backgrounds with as little as paint and glass. In the 1930s movie Wizard of Oz, the tornado effect was just a wind blown stocking. In the pod racing scene in the Star Wars prequels, the long shots of the crowd were just colored qtips blown by a hair dryer. Creating amazing art doesn't have to involve taking out a bank loan or attempting to master 20 apps at once. There are people who will say, "Use the right app for the job." That's a perfectly valid way of thinking. However, here's how that works out in practice. Let's use the example of a sci-fi hero posed in a rocky wasteland with, maybe, a mountain scape in the background that you might use in realtime and polished, rendered states. Raster Image Editing - Photoshop Vector Image Editing - Illustrator Core 3D Suite - Maya Sculpting - ZBrush Cloth Simulation - Marvelous Designer Terrain Generation - World Creator Procedural Materials - Substance Designer Texturing - Substance Painter UVs - Rizom Realtime Rendering - Marmoset Toolbag Third Party Render - VRay Compositing - Nuke Without trying too hard, I just ballooned that pipeline up to 12 apps. Maybe you've got a swollen bank account and can afford them all. However, if you're a (relative) newbie, what are the chances that you'll be able to master them all at the same time and to the same degree of proficiency? Like the old saying goes, it takes about 10k hours to master any one skill. That's about 4 years of college. Even then, that's just a start. With CG, you're learning new stuff all of the time since the art form is constantly evolving. IMO, focus on your core skills. That's it. Back in the day, I was making CG art with as little as Photoshop and trueSpace. Over time, my pipeline got crazy. Crazier than my example. You pick the best apps for the task, but somehow manage to find a way to create sub-tasks and then specific apps for them too. Before you know it, half of your work is just switching between apps and data interchange. These days, for me, it's all about KISS: Keep It Simple, Stupid. Get more done with fewer apps. You might have to use some addons or come up with creative solutions that dedicated apps might already exist to solve, but you gain so much more in terms of workflow fluidity. Using fewer apps, imo, forces you to master more of what you already have on hand. At one point, I had a crazy 15+ app pipeline. Today? 3. Affinity Photo. Blender. 3DCoat. That's it. Anything else, as I said, is accomplished through creative solutions or 3d party plugins. (I try to keep those to a minimum too, fwiw. Plugins come, go, and break too.) Don't over complicate it. Seriously. Go look at ArtStation. Browse a bunch of images. You'll find that some people are using 10 apps while others are using just 1, yet the quality between the two end products is the same. Software is a means to an end, not the end itself.
  8. Yeah. I think that Andrew & Co are acutely aware the market trends and what people really want. It's understandable that they would have to tighten things up and ask for an annual maintenance fee. That they continue to provide perpetual licenses, complete with license file, is nothing short of a small miracle these days. Where other companies would seek to abuse their customer base with a "pay to play or go away" tactic, Pilgway remembers who their core users are and provides a reasonable array of licensing options accordingly. It has not gone unnoticed; That's how you build and maintain a loyal clientele. In the end, regardless of what the distant future holds or how you do/don't upgrade, you'll always have your perpetual license and they can't take that away from you. (Quite unlike Autodesk and Adobe, both of which shut down activation servers for older versions at various points.) This is why, for better or worse, LightWave users can keep on truckin' despite the fact that the app has just about been dead for 2 or 3 years. I get your fears, Hirazi. I get the trauma. Maya. Cinema4D. Adobe CC. ZBrush. Marvelous Designer. I've been on the pain train too. (And figured out ways off that don't compromise the end product.) Thus far, Pilgway has gotten our backs. It's not something we'll soon forget. ANYWAY... It's all worries about nothing. Literally, my ONLY complaints about 3DCoat are the lack of 3rd party tutorials for those who need it and its low key approach to marketing, which seems to be mostly word of mouth. More people should know about 3DCoat, the CG industry's best kept secret.
  9. As a Ukraine based company, Pilgway is doing their best to keep things going. For my part, I can understand any lag in communication at the moment. As for the "grace period" here, don't worry. This is not Adobe we're talking about; Their current upgrade pricing window for Substance is less than friendly to those working on a budget or slow to check their emails. Pilgway's upgrade policy, pricing, and window are both generous and clearly outlined here: https://pilgway.com/licensing/9 You should have no problem in the least. Honestly, Andrew, it is we who should be thanking you. Here and elsewhere, both you and 3DCoat have been the subjects of numerous criticisms and complaints over the many years. In spite of it, you have handled it with grace and maturity, opting to instead take the high ground. I think that I can safely say that, on behalf of everybody here, we sincerely appreciate what you do and how it helps the larger community. Nobody benefits when one or two companies control the market. 3DCoat has not only grown into a viable alternative, but also credible competition. In spite of our barbs and the current conditions under which you are working, you stand tall. Thanks for that.
  10. Yeah. I think that a bunch of us will be facing this issue in the next week or two. My 12 months is up on the 16th and I was wondering the same exact thing. Honestly? I would HAPPILY fork over the cash now, a week in advance, if given the opportunity. The money is theirs. They just have to let me give it to them. I've been using 3DC for a good 13 or 14 years now and it's just been such a pleasure. v2021/v2022 has really helped me streamline my workflow and pipeline, allowing me to give up a handful of apps from some of the "other guys." (Some of which I had been using for nearly 2x as long.) Anyway, I posted this same question on Discord. Let's see what shakes. If I get any more information there, I'll post here.
  11. As somebody who's used ZBrush since v1.23b and who used C4D for many years before switching, I have little faith that this will turn out well for Zbrush users. It'll likely benefit MAXON way more, but it's going to change everything for ZB and crush all good will... imo. Seen many, many software acquisitions go bad over the years. Just look at how such acquisitions have been handled by the likes of MS, Adobe, ADSK, Vizrt, Google, etc. I'm not expecting anything great to come out of this one either. Either way, it's the end of an era. All I can say is, people have to support the alternatives like 3DCoat and FOSS options like Blender. It's the only way to send a message to large dev gobbling/destroying corporations. Vote with your wallet. Money says a whole lot more than any tweet or FB post ever can.
  12. You actually illustrated what the problem is. You're 100% right Freeze is probably exactly what milhouzz is looking for. However, the name itself is just, well, terrible. Intuitively, most people look and reach for a tool specifically named Mask. It's common, basic terminology that's been used in ZBrush, Photoshop, and elsewhere for nearly 2 decades. I'm sure that there's a very well reasoned out internal logic in naming it Freeze. However, when it's functionally equivalent to what users want/expect from a Mask tool, it's a frustratingly counter-intuitive naming convention. So, if you're a n00b and you're looking for Mask, posts like milhouzz's get created. 3DCoat has always danced to the beat of it's own drum. Y'all think and do things a little different. Respect. Still, it's something like this - opting to call basic Mask functionality Freeze instead - that SO many non-3DCoat users see the app as weird, quirky, or just plain clunky. It's fine to dance to your own beat, but at least stay on the dance floor when people expect you to. Freeze functionality should just be named Mask. Even if it has some added perks beyond stock masking tools, it is EXACTLY what users are looking for when they fail to find Mask in their menu or tool palette.
  13. Update 70 seems to either takes an inordinately long time or flat out hangs with very simple AUTOPO - using defaults. "Creating approximate parametrisation" and "Rounding singular points" just sits there forever on even the simplest 60 second doodle. Seriously. Just doodle on a sphere for a few seconds and try to AUTOPO it. Not doable. The problem is less pronounced with symmetry turned off, but still VERY much an issue. AUTOPO feels nigh unusable in update 70. My system is no slouch either. Win11. 64GB RAM. 18.5TB HDD. GeForce 1080ti 11GB. Didn't have this problem, even on Win11, on older releases.
  14. Maybe. However, as any developer might tell you, there will always be users who will use functions in ways not intended. This either comes down do simple newbie ignorance or an altered perspective. You see a butter knife and use it on bread. I see the same knife and use it to unscrew something. This sort of mindset is all too common among software users, especially artists and gamers. Nintendo designed Samus Aran's bombs to do one thing, blow stuff up. Gamers saw it as a tool to climb high walls. Nintendo could've altered the weapon in future installments. Instead, they leaned into this "feature" and built future levels with it in mind. You're 100% right. It will take longer to get the results this way. HOWEVER, 3DCoat should be flexible enough to accommodate a wider variety of workflow styles. It might not be the way that Andrew had originally intended, but he's not really the target audience, is he? The alternative is to say, "Nope. This is the approved way. Change." There's a risk of alienating a lot of "outside of the box" artists this way. You can't give in to every wild user request, but this one doesn't seem TOO unreasonable on a basic conceptual level. I mean, how many times have you used ZBrush or Maya/3ds/Blender tools in ways they hadn't anticipated? Ideally, the apps should be able to bend a little extra without breaking. Because 3DCoat is a tool for artists, let artists be artists. That's just my opinion though. Andrew's app. Andrew's call. I'll just continue to use my butter knife to unscrew stuff for the time being.
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