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Ratchet

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Posts posted by Ratchet

  1. I don't know if that could be possible but this would be awesome, many times auto retoplogy put to much polygons on some areas or not as we would want even painting dense areas.

    If we could choose what area to autoretopology and choose a ploycount, we could quickly retoplogy different areas choosing a density per area.

    For creatures and characters, this would be a game changer, auto retopo main areas with different polycount as needed, then join polygons or quickly retopo small remaining areas.

     

  2. Thanks.

    I choosen Maya option for object and texture export and seems are no more visible.

    Also i found a tutorial showing a way to fix seams by using a smear brush and smear around seams on the normal map texture.
    I did not use that, but could be usefull if the issue would appear.

    • Like 1
  3. Nope, i did not explain it well.

    In fact it was not about including same rendering pipeline.

    Jus keep same boolean workflow to turn 3D Coat into a similar app.
    Using 3D Coat voxels, but proposing on sculpt mode only 3D Coat boolean primitives and keep custom sculpt models feature also, while adding some very usefull brushes.
    Mainly turning 3D Coat into a Voxel boolean only modeling tool keeping only boolean primitives and sculpt models, so it's exactly same workflow as as Womp3D or MagicaCSG that are also only boolean modeling ( whatever they don't use Voxels).

    Boolean based workflow for beginners.
     

  4. Like 3D coat textura there is a market for beginner sculpting app based on booleans like Womp 3D or MagicaCSG


    I think 3D coat could propose it's own solution, keeping only some subsets of 3D coat and reworking a bit the interface for beginners.
    Main mode would be primitive boolean voxles modeling combined with sculpt models.
    While adding very few features for beginners like Pose, Move, Cut, Draw and smooth ,Inflate, Curves or Brush alpha stroke to modify existing sculpting.

    3D coat big advantages :
    - Voxel based, unimited modifications, unlike MagicaCSG or Womp3D where very boolean step is stored in a stack, the more booleans the more it costs to render
    - export to Obj , able to bake vertex colors
    - mixing boolean for beginners with some common sculpting tools

     

    I find modeling with booleans only too much restricitve compared to using brush tools, but this is fun to use and suits really well people that are not into modeling.

    I agree it would be lot of work and would require new developpers, so it's just an idea.

     

  5. On 11/6/2022 at 7:50 PM, Elemeno said:

    i believe mesh placement works on collision... so depending on size of your model... it lands on the nearest place that collides with the mesh

    Exactly i wish there was an option to ignore collision around and just check collision on mouse point, so place model based on mouse only collision.

     

     

    On 11/6/2022 at 7:51 PM, Elemeno said:

    you mean have a gizmo available whilst you are sculpting?

    I mean the sculpt model when using "On brush" is always rotated on same way, you cna only change height offset and size with mouse.
    Having an option to chnage it's rotation and then use the object with new rotation with the "On brush".

  6. Hi,
    When placing sculpt models using "On brush" or "click to place" , the model volume seems to not use the surface clicked but instead take accound of surfaces around

    1) click on surface where ther is no other models around and it's vertical paced.
    2  ) click on a flat surface space, it takes accound of surrounding volumes and the model is not placed vertical to the clicked area.

    Could there be some option to ignore surrounding volumes and only take account the clicked small surface ?
    model-brush-align-issue-3.jpg


     

    Another question, is there a way to rotate the sculpt model and keep that rotation when you will use "On brush" ?

    Using the transform option, it works only when with gizmo, while it could have been great to save the transform and use it with "On brush"

    Thanks.

  7. 3D coat 2022.39, Win 10, nvidia GTX

    Some smart materials paint on cavity while preview shows the paint should be on exposed surfaces

    MAterial preview icon is wrong also.

    paint-material-wrong-settings.jpg

     

    Fixing material settings to paint on exposed surfaces.
    But the icon material preview generated is wrong , it shows paint on cavity instead.

    paint-material-wrong-settings-2.jpg

     

    Same issue with some default materials

    painted-texture-same-issue.jpg

     

     

  8. 3D coat 2022.39, Win 10, nvidia GTX

    After using inflate brush on a model and doing some resample to lower resolution two issues :

    1 ) Brush cursor has an offset

    3-Dcoat-bug1.jpg

    2 ) Applying " to global space" the model is stretched and disappears

    3-Dcoat-bug2.jpg

     

    Are those known bugs ?

    Those are not automatic bugs.
    On another model i used "inflate" and "to global space" and got the offset brush issue, but saving the model and restarting 3D coat the brush worked correctly without the offset.

     

     

  9. Hello,

     

    I drag and drop an image on 3D coat and choose "Set as background"

    The image is always facing camera and always stays on backround, scale and move do nothing on the panel settings.

    Is this a bug ?

     

    And the gizmos and rectangle zone containing the background image are not visible.

    It's like a fixed background we can't remove.

     

    I tried to find an option to remove it on all menus and did not find anything or it is pretty well hidden :rofl:

    Some little help would be appreciated.

    3-D-Coat-background-bug.jpg

     

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