Jump to content
3DCoat Forums

Ratchet

Advanced Member
  • Posts

    447
  • Joined

  • Last visited

Everything posted by Ratchet

  1. So 3D coat Instant Mesh produced sharp edges, because the low polty mesh was not imported from other software. I'l have to recheck also 3D coat "Instant Mesh manual" and see if there is more optiosn to avoid sharp edges. Thank you very much, i'll try.
  2. Hi Carlosan, You'll find 3D coat file download link, if you want to try. https://ufile.io/adruyj04 I opened again the file, on retopo mode same isssue, 3D coat unable to detect egde loops. Very strange, or has file been corrupted somewhere ?
  3. Loops are everywhere, why edge loops does not work on that retopology ?
  4. The very left scrollbox for 3D coat modes is very unpractical when you have to switch many times between sculpt mode and retopo for example. This example shows how much easier it would be to quick access 3D coat modes, just by clicking on top zone under menu.
  5. It is possible to choose mouse for viewport camera moving LEFT or RIGHT mouse + SHIFT to move camera view (instead of adjust light angle)
  6. I got Mesh -> Virtual Mirror "ON" Symmetry "ON" Symmetry axis "Z" checked I create a primitive cube. Deleting faces on the left original cubes, faces are deleted on the right mirror cube, all OK Issue starts when i select any face on the left cube after previous delete: 1) left cube previously active becomes inactive, and the right mirror cube becomes active, why ? 2) deleted faces show again visible 3) Some edges appears selected on the left cube , while i selectd only one face, why ? It's really weird all these things really not expected to happen. Could those not expected bugs get fixed for some later version update ? (Using 3D coat 2021.61)
  7. 3D Coat flatten brush is perhaps the best for flattening, but polygons on flattened surface looks really weird, and we must again correct result using smoothing and resolution increase. It is not some work on 3D coat way of flattening to improve to get lot better surface and no strange polygons ? About 3D Coat "Flat polish" brush doing very poor results as shown on this post , what interest to keep that brush in 3D Coat ? Who really uses it ?
  8. Thanks. But trying with and without alpha options, in Voxel and surface mode, the way the surface and polygons are flattened looks strange producing vertical lines like (even trying after apply to uniform or global space). It's far from the quality we could expect from a flat polish brush , for example to create some hard surface models look. We must do several smoothing and apply again flat brush corrections, but not so great results. While the Zbrush original flat polish brush, produces directly lot better results, not comparable. It's really flat and smooth at same time, the brush does not pushes surface down so much, while it's able to enhance edges lot better. I guess a lot better flat polish brush is something to ask for 3D coat 2021 wish list.
  9. Is there options to have a better flat polish brush almost like Zbrush ? Currently it does not flat well , instead it's like pushing the surface down
  10. Does this exist in 3D Coat ? I would like to try, if there is any video tutorial ? Thanks.
  11. Thanks, updating is so much easy.
  12. Thanks for trying. Yes looks like a bug. It should work like in Blender, any visible edge should directly be able to select and delete it, perhaps it's a bug related to symmetry that prevent from selecting the edges.
  13. I tried, but it seems it does not want to select and delete the floating edges that are not within a polygon face This is 3D coat 2021.16 file https://ufile.io/wundpz7o
  14. Unreal 5 game running 60 Ffps for PS5, XboxX and PC , Nanite will auto adjust detail depending on your hardware. Nanite is perhaps not used on every static assets i guess, to avoid too much GPU usage ? we don't have any details. But main advantage is you can choose where to use Nanite, and display more details than any other 3D engine can render on screen. Like Zbrush, Nanite is a custom very specific rasterizer.
  15. Good topic. Yes Nanite is not the ultimate solution as advertised "get your Zbrush vertex painted model directly to Unreal" lol There is still some UV mapping and some baking needed, also Nanite requires heavy polycount models. Big disapointment is the Unreal 5 demo is 100 Go, just for static rocks and two characters, that's just ridiculous. And i guess same approximative results using LODs and normal map baking could be achieved using lot less disk space, for now i'm not very convinced about Nanite Vs LODs, until you don't want no more to bother about LOD so go Nanite. Outside of Nanite and Lumen, i think the most exciting Unreal new feature is the full support for open worlds like triple A game engines, but with easy tools out of the box for anyone even newbbies.
  16. Thanks both digman and Carlosan. Yes mirror, and virtual mirror can bring such conflict. So we must be cautious when choosing a different workflow approach Start working in Low Poly Modeling -> sculpt ->Retopo : choose previous polygon model What are your opinion about proposing the Virtual mirror inside the Symmetry panel ? Perhaps a label : "Reropology : Virtual Mirror" So all settings about mirror even virtual would be more easy to check and could not be missed, all at once in a same panel and without having to swith modes.
  17. Thanks Carlosan i will try. So Symmetry is global in 3D coat ? Retopo mode symmetry settings should not interfere with polygon modeling symmetry settings ? Should not symmetry be per mode ? and not interfere with other modes ? Version 2021.39 Another bug or it could be related to settings. I started in Modeling mode, so like any user i would expect symmetry to work without having to look at retopo and it's symmetry or virtual mirror settings, as i 'm only interested in modeling first. Symmetry off, but symmetry object remains. 3D coat file if someone interested testing https://ufile.io/2nx79e0n
  18. Forgive me to report issues in my free time, and as i'm not paid for that like software testers. Version 2021.39 1) Add cube 2) turn symmetry on 3) and move cube to have space between original cube and the symmetry one Make modification in the original cube they appear in the symmetry one, all is correct. Turn symmetry off : Left cube symmetry and it's geometry remains without modifications. If this is not a bug, then what is is ? 1) Turn symmetry on again. 2) Choose sculpt mode 3) choose Voxelize from retopo with symmetry on Move objects and we can see the same bug, the original cubes before modifications. The solution is delete the symmetry remaining cube when symmetry is not on 2) Switch to sculpt and choose voxelize from retopo No remaining original cube before modifications. No more issues. Perhaps that could be fixed in a later release even if it's easy work around. But never mind as it's not really important.
  19. There is some issues with Symmetry i try to resume here so perhaps we could get some bug fix later. 1) Adding a cube and turning Symmetry after the cube have been added, will cause those issues Weird polygons Keeping Symmetry in retopo and choose bake will result in only baking in the modified cube, the other symmetry is not taken in account, because symmetry polygons have not been created , but only displayed. Turning Symmetry off in Retopo shows the initial cube before Symmetry was turned on, and the modification in one side like there was not real symmetry How to force 3D coat to produce real polygons Symmetry when we turn Symmetry on in poly mode ? I tried to turn symmetry before adding the cube in poly mode, but it creates two cubes and we can only select inside faces ? It would be nice to have Symmetry working smoothly any time after adding a primitive and modifying it, or from start before adding a primitive, and without having to do some work around, just click on Symmetry on and off and it works adding real symmetry polygons any time. Perhaps like Blender some polygon Object object instance , that would be a real polygon object modified as the source object is modified ? Thanks.
  20. When you start in modeling and use the model for voxelization and retopo, it would be nice to be able to hide voxel objects like in paint mode when you need to fix polygons or some symmetry issues.
  21. I must have missed some thing when i tested and could not get Symmetry to work. Starting a low poly model session, adding a primitive and setting Symmetry before modifying, works as expected. Thanks.
  22. Thanks. I did not got symmetry working, i'll give it another try following your instructions.
  23. It's the most missing features in low poly modeling mode. Unable to copy instance and symmetry some object, and continue editing while viewing in real time the whole object with symmetry. Also missing Blender most needed features once modeling with symmetry is completed before export Weld all selected vertices by distance Recalculate normals outside I stay with Blender when it's about symmetry and low poly, while hoping 3D coat 2021 will catch up. Thanks.
×
×
  • Create New...