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MatCreator

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Everything posted by MatCreator

  1. thanks... will try as you suggest, but at least i know its not a bug or something. would be nice to just extract a clean shell instead of the volume.
  2. Hello all... Is there a way to use the Vox layer Tool and NOT have thickness applied? I would like to create a skin that doesnt have volume, better suited as cloth which i understand does lave "thickness", but relative. It would be nice to create simple shells that i could manipulate rather than having to remove the thickness with all kinds of tricks. When you set thickness to zero, nothing happens, either voxel or surface mode.
  3. https://www.daz3d.com/catalogsearch/result/?q=deviney these are the brushes i am trying to add. i am doing just as you say, but the brushes do not load. they are in photoshop .abr format, and i am able to use them in photoshop, so they are installed and working. after i select the brush preset, a folder is added with the name of the folder/brushes, but other than the default preloads, the folder is empty.
  4. i have several photoshop brush sets that ive used, imported and added into earlier versions but for some reason when i try to add an existing folder nothing loads and the folder stays blank with those few that always are there when you create a new folder.
  5. 4.8.37 and my most sincere and humble apologies for the delayed response...
  6. ok... trying to follow, please bare with me (and i truly appreciate the help and advice =) i imported the original model into both zbrush and 3dcoat, no problems or issues. its only after i import into 3d coat, paint and export that the mesh has an issue when imported into zbrush. is there a function in 3d coat during export that i am missing to fix this? whatever issue there is, its NOT happening to the original mesh if imported into zbrush, so this must be happening during a process on 3d coats end. or im assuming... again, many thanks.
  7. dont know if inspecting the files would help, but here they are... Human Male.zip Silver.zip
  8. hello everyone. possibly another bug?!? i imported a model into 3d coat, did some basic painting to it and exported, no issues. however, i imported the painted model into zbrush, and zbrush gave me "the imported mesh contains unused vertices" prompt. what did i do while painting to cause this to happen? i had been working thru the model prior and went thru a few steps to make sure i received no error messages on import into UVMapper Free, ZBrush and 3DCoat, so was surprised to see the exported mesh once painted got the prompt on import into zbrush. any clue as to what caused this and how it can be avoided in the future?!? also to note, the same mesh imported into 3d coat that is painted on does NOT initiate the prompt in zbrush, just the exported mesh that was painted on.
  9. Hello all. I've had 3d coat for some time, but this problem has followed thru the updates. I notice that when working in the uv room with models, selecting islands and moving them or other actions, too often not all faces/polys associated with the island move or follow the island as they should. Sometimes they are not selected, and stray, becoming part of the wrong assignment altogether if missed. These stray polys can be hard to see, and harder to fix if left behind after performing some action to the island when missed. Any clue why this happens and how to fix it?
  10. Thanks for replying. I installed version 3.7.18F (I believe I had this version before my older system died) but it crashes with the simplest use. If it doesnt crash, when I try applying a brush on the voxel polygons (or pixels) seem to disappear, and then it crashes. It tells me I need to increase virtual memory, which I did, but that didnt help at all anyway, so I revert back to default settings. Im using Windows 10, 16GB or ram, NVidia 1660 Ti video card, i7 9700. Version 4 works fine without any hint of an issue, so I dont know what to do. Maybe I dont have my virtual memory set properly?!? Any help, ideas suggestions or advice are welcome. I know I will upgrade, how soon is the question. I just want to work out any kinks asap.
  11. Hello all =) I had 3d Coat 3 on my old system which crashed, burned and died =( But was very happy that the team sent my old serial to me to use 3d Coat on my new system. I downloaded the trial/version 4/latest version (4.8.37) and have been playing with this for a little. My question is, every time I open it it requests my serial, or rather gives the option to register, buy or use the trial. Clicking register brings me to a page that explains I had version 3 with an option to upgrade to 4, buy brings me to a page to buy, and trial allows me to use the program. So what happens after the 30 day trial period? Does it automatically revert to version 3 or strips the program of version 4 features? I do plan to upgrade, but was curious what happens or if it is possible to bypass/skip the prompt altogether to just use "my purchased" version. Any help, ideas or advice would be greatly appreciated, thanks =)
  12. dont get me wrong, i can and know how to edit uv's, its editing the uv's of the "already made" figure thats the trick. so i follow what your saying, the uv editing has to be done first, or applied where the rigging is done and exported from there... thanks... (in short, 3d coat can not, lol)
  13. Hello all, hope things are well... I have been playing around using Make Human and importing rigged figures into Carrara using the .fbx format. I wanted to edit the UV's of a Make Human figure which isnt a problem, the process works just fine, but on export the .fbx loses all skeletal info (once imported into carrara) and i am hoping there is a way around this, maybe an option i am missing?!? Also to note the imported .fbx model does not export/import at the same size/position, and i never run into this when using the .obj format.
  14. The studio/poser figures require a lil help when importing to the vox room... use the autoscale or get the figure up to about 1 million, close holes and still smooth before merging into the vox room, will make a world of difference. as far as the highlighting the selected layer, maybe your actual monitor may need adjustment, or adjust the lights in the scene...
  15. And this is the baked version... I don't just mean the stretching of the edge pixels, theres more than that, just "look" closely...... And just to note, I LIKE the naming on the baking option much better... Can we set it so that export and bake function name material zones the same?
  16. I've been "away" for a quick spell, hope that doesn't discredit my thread =P This is the file produced w/ an object export... Both use .jpg compression and are at the same size, however the filesize is a little different too (export as opposed to bake being greater).
  17. Sorry for not getting back to my own thread sooner =P It's hard to explain, but the difference is the color texture result... A few stray pixels, you have to "look" for he difference to spot it, but I have noticed it many times... You can't even tell from a rendered image, but I guess for this everyone is now from Missouri... What I'll do is post 2 different textures from the same model, one exported, one baked, and we'll see.......... Back in a "few"...
  18. I have noticed a VERY slight difference in the textures when they are baked or if the object is exported, so I just wanted to know which option produces the BEST texture result...
  19. What do we do to upgrade the existing version on our system?!? I'm downloading now, but after that, do I just run the .exe and it takes care of itself or are there special instructions that need to be followed... This is really an awesome program, and to be getting an update so fast. I just downloaded 3.0.8 and didnt even have time to install =)
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