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Ratchet

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Everything posted by Ratchet

  1. Hi We shoud be able to extrude all selected faces at once when we don't use symmetry, even when the faces are not connected.
  2. +1 This would help a lot to bridge edge loops quickly.
  3. Blender and other modeling bevels the edges, bu they don't change the height of the edge. It would be nice to have the same behaviour in 3D Coat.
  4. Blender and other modeling bevels the edges, bu they don't change the height of the edge. It would be nice to have the same behaviour in 3D Coat.
  5. Hi, Layers in retopo mode would help a lot to show/hide and work only on the layer we work. This also would allow - subdivide only selected layer - In voxels import only active layer from retopo, this would be usefull when you have lot of Retopo objects you want to voxeliez and work individually. Thanks.
  6. In Voxel room, using "import" and importing a model, "Resample" doesn't work (using latest Beta) Thank you.
  7. I found it, you must check "Import w/o Voxelization" to get mutilple Voxel objects.
  8. I tried all Blender obj export options But 3D coat import makes one Voxel object only
  9. Working with selection tool in retopo mode has many issues. 1) Selection mode (faces, vertex, edges) get lost Choose "select" and choose "faces", choose "Clear selection" , the selection mode is no more on face mode and has moved to "Auto" I would like the selection mode (faces, vertex, edges) to be remembered as any 3D software. 2) Can't select anything after extrude choose "Clear selection" , Choose "select" and choose "faces", choose "Extrude" tool and extrude faces choose "Clear selection", Choose "select" and choose "faces", try selecting faces but you can't no more select anything Thank you.
  10. I would like another option in "Bevel" tool from Retopo, the number of bevels Thank you.
  11. You can use Curve Stroke to make regular smooth lines or use Lazy Mouse (Steady Stroke option). To move voxels, you can use "Pose" tool in the "Adjust" let icons bar, you paint the voxels you want to move than you can move, rotate or scale it. You can use "Pack UV" to get perhaps a better UV covering if you don' t want to tweak it manually.
  12. It's a good example of modeling in retopo. However , this is limited detailling on painting room, because you can paint on the normal map only low surface height details ; it will not work if you try to paint bevels and details on edges of the low poly model. Having an option to voxelize all separate low poly sub objects of the weapon as individuals Voxel Objects, would allow us to move from Retopo low poly modeling to voxels to detail each voxel parts individually before baking the normal map and painting. Detailling Voxels allow you to have details on the normal map you'll not be able to paint on the normal map, or not as good.
  13. Hi, For example i have a space ship in one ".obj" file, composed of two separate objects like wings and engine, it is possible to import each separate object of the file as a new Voxel object in the Voxel tree ? This would import automatically Wings sub obj as a new Voxel object and Engine sub obj as a new Voxel object in the Voxel tree. This could be usefull when we import multi parts objects to Voxels and be able to start working on each part individually, instead of doing thousands of imports when the model has lot of sub objects. Thank you.
  14. Hi, I loose lot of time when i work with an object composed of 70 sub objects in the scene manipulating "Res +" and "Resample" : - Vox Layer : I must use lot of Res + to get the new layered object with enought resolution and usable - Split : the second splitted part gets half resolution unfortunatelly , i must resample each time - Cut and clone : the first and second parts become very low resolution polygons , i must resample both of them and i loosed all details (bug ?) - Import Mesh to Voxel : Must use multiple Res + to get a usable Voxel object - Primitives : they are created with a low poly count, must use resample almost all time With an optionnal checkbox namde "Use defined Polycount" and a field we can enter a number of polygons that would be used each time we use Vox Layer, Split, Cut and Clone, Import or Primitive this would speed up the workflow a lot. Thank you.
  15. You mean like Quixel nDO2 normal map workflow ? https://www.youtube.com/watch?v=Rwj0mQTMrK8
  16. We should have some planar Retopo Quad tool to make perfect planar Quads. Selecting an edge , when you drag the vertex to make a Quad , all vertex stays in the same plane using the average Voxels height.
  17. For real time game modeling assets, the usage of retopo workflow to replace basic modeling is cluncky and almost un usable. This involves too much clicks, select path should be automatic like Blender is doing, deselecting should be done clicking outside of the mesh instead of clicking in the menu, etc ... also there is no context menu, so you must click each time in the left panel to choose the retopo tool you need. This is not intuitive and not as fast as using Sketchup or Zbrush Zmodeler tools that has a context menu. No one is using 3D coat Retopo tools to replace basic hard surface modeling to make real time game objects, instead we use modeling software. Perhaps some day when 3D coat will be as fast and easy to use as Blender or Maya or sktechup for basic modeling.
  18. In Retopo mode if i use the "select tool" and check "faces", every time i click on "cler selection", it resets my choice and choose "Auto" instead of keeping "faces". Thank you.
  19. I would like to be able to start in Retopo mode and drop any default mesh, without having any voxel objects.
  20. I painted a model made of several layers for each sub object, after saving it and re launching 3D Coat, it loaded the 3D model with textures messed up. I'm using 3D Coat 4.7 on Win 7 64 bits. I was lucky it was only the quick base painting with smart materials , but it's work for a client and i can't loose hours of painting and i can't delay too much the work planned time line. Exporting the low poly and re importing in 3D Coat the low poly as a new project , will this help getting a save of textures and layers secure ?
  21. I made a test using some existing shader and the baking is fine. I think the bug is related to the new material shader i created, the red one. Because it renders differently on Voxels room and painting room This is the the download link to test the above project. https://www.sendspace.com/file/ard0vi
  22. The objects are already voxels, i also increased Voxel resolution of the thin object, but the baking still mixes colors
  23. I tried 3DCCoat 4.5 and adjusted baking out and inner shell , there is still colors mixing between the two voxel object on the bakde textures and still some noise on the texture.
  24. I downloaded 4.7.07 for Windows and checked on " Bake > Bake normals with dithering = ON" But the issue remains with colors spreading around and bad texture artifacts.
  25. I use 3D Coat 4.7.05 I made multiple tries, baking mixes colors and produces artifacts, i never had such issues with 3D Coat 4.5
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