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cakeller

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  1. cakeller

    3DCoat 4.8 BETA testing thread

    Actually yes, to be able to see the problem you have to move the retopo mesh. I was mistaken about the origin and bounds of the shift+a. It is set by the sculpt (or paint object). if you position the sculpt object where the retopo object is, you are tricked into believing that the shift+a zoom function is working correctly (ish). however if you transform the retopo object somewhere where there is no sculpt(or paint) object, then the shift+a does not behave as needed. I have attached a video to show what I mean. * lesaint, importing to the painting room, is a workaround similar to what I had done in the past of importing the retopo room as voxel or surface to make it an object. but what a pain in the b. to make the UI do what should come naturally instantly many many times over a day, I would have to create bogus geometry? And while I understand the Space Navigator works for some folks, I find it awful and awkward. Not for lack of trying. I've had a few over the years - and they always end up collecting dust after the initial excitement wears off and I have to get real work done. manipulation and the UI need to be second nature. the UI needs to get out of the way of the work. And I need to keep my hands connected to the input devices so I'm never fumbling around. Being able to focus in on the area where you are working instantaneously is a critical to an efficient workflow. I did find something pretty useful - Shift+Z - GREAT tool... too bad it 1/2 suffers from the same problem as Shift+A. That is, if there is a sculpt, then it will prefer the sculpt over the retopo. However since I am trying to do UVing on an object that never had a sculpt in the first place, it appears that SHIFT+Z might do the trick. It's still not fluid enough. SHIFT+A should simply just zoom to the extents of what is visible, including ALL geometry, retopo or otherwise. You then hide what you're not working on and SHIFT+A would zoom to those bounds every time. simple-clean-effective. And how MOST(?ALL?) 3D programs I've used do it. I can't think of another that has a problem with this concept. thanks for the replies. 2018-02-08_10h26_11.mp4
  2. cakeller

    3DCoat 4.8 BETA testing thread

    @Oleg_Shapo or @anyone - It's been a month since I first asked this question and at least the third time reposting. Working UVing an imported mesh, and trying to work on different areas is incredibly painful to navigate. imagine you're working on uving a finger and every time you want to zoom out to the hand shift+a instead takes you down to the feet and zoomed in. basically the retopo-type geometry has no bearing on the model extents. if it's what you are zooming in to - nothing is seen and therefore you are zoomed right to the origin. I gave up using 3D-COAT for this project because I had to get it done (a long time ago) but now I definitely would have to use a different workflow, especially if there's not even an acknowledgement of if the problem is user-error? or if this is intended functionality? or if it is, in fact, a bug. if it's user error - help!!! if it's a bug - just need to know it'll eventually get fixed - if it's intended functionality... WHY? haha. It just seems like such an easy thing to confirm. Really shift+a in the retopo and uv rooms should have an option shift+ctrl+a to zoom to selected visible layer. that'd be very nice. but at the very least it should recognize retopo and UV geometry as part of the extents with relation to zooming. Again - this is unless I'm doing something wrong and this is already possible? Thanks
  3. cakeller

    3DCoat 4.8 BETA testing thread

    Hi again... Still having the same problem - just tested and 4.8.09 still does not zoom extents by using Shift+A for retopo geometry if there is no surface or voxel underlying it. It only works for surface and voxel objects. Since I'm trying to layout UVs on my low-poly mesh, I need the zoop extents (shift+a) to work in retopo even when there's no surface or voxel. If there is only a retopo object but no sculpt object, then Shift+A centers to the origin instead of the center of, or bounds of the selected retopo object. You can test this by: 1) create a simple object in sculpt room. 2) move it away from the origin (or don't, as long as it is not at the origin in the end) 3) Autotopo the sculpt. 4) Delete the sculpt object 5) Switch to the Retop Room, click "Select" tool, then select anything - a face, an edge, a vertext, the whole shell. 6) Press Shift+A and the result is that 3D Coat zooms to the origin, not to the bounding box of the selection. Again - this does not happen if you have a sculpt object, it is only when you are trying to zoom to the extents of a retopo only object.
  4. cakeller

    3DCoat 4.8 BETA testing thread

    Sorry for the repeated post here, but I wanted to separate the still existing problem from the one that was fixed. Using Shift+A to zoom to the bounds of the selected object, does not appear to work on retopo objects, only on sculpt objects. If there is only a retopo object but no sculpt object, then Shift+A centers to the origin instead of the center of, or bounds of the selected retopo object. You can test this by: 1) create a simple object in sculpt room. 2) move it away from the origin (or don't, as long as it is not at the origin in the end) 3) Autotopo the sculpt. 4) Delete the sculpt object 5) Switch to the Retop Room, click "Select" tool, then select anything - a face, an edge, a vertext, the whole shell. 6) Press Shift+A and the result is that 3D Coat zooms to the origin, not to the bounding box of the selection. Again - this does not happen if you have a sculpt object, it is only when you are trying to zoom to the extents of a retopo only object. Is this intended behavior? Am I missing something? The UV Layout tools are pretty outstanding in 3D Coat, and I want to be able to use them fro doing UV layout on outside models.
  5. cakeller

    3DCoat 4.8 BETA testing thread

    Thanks I'll try the 4.8.07 as for the framing problem. The behavior in voxel room is correct. However on my imported OBJ file that I am not voxelizing, only using to lay out UVs, Shift+A centers on the origin. I will see if this persists in 4.8.07. EDIT: Tested 4.8.07, and you're right now the UV islands can be moved! yay - at least there's that one. However, I tested the Shift+A in 4.8.07, and same results as before. The Shift+A does work on sculpt objects, however, it does not work on retopo only objects. if there is only a retopo object but no sculpt object, then Shift+A centers to the origin. You can test this by: 1) create a simple object in sculpt room. 2) move it away from the origin (or don't, as long as it is not at the origin in the end) 3) Autotopo the sculpt. 4) Delete the sculpt object 5) Switch to the Retop Room, click "Select" tool, then select anything - a face, an edge, a vertext, the whole shell. 6) Press Shift+A and the result is that 3D Coat zooms to the origin, not to the bounding box of the selection. Again - this does not happen if you have a sculpt object, it is only when you are trying to zoom to the extents of a retopo only object.
  6. cakeller

    3DCoat 4.8 BETA testing thread

    I've been using 3DC for over 8 years, but never did any texturing with it. I'm just starting to learn this part - so my apologies if I'm doin' something wrong. Does seems like these are just a couple of bugs. -------------------------------------- In Retopo Room: Shift-A with an object selected does not zoom to the bounding box of the object. Instead it centers around global origin. NOTE: I am retopologizing and laying out UVs on an imported OBJ. There are no voxels or any objects in the sculpt room. Perhaps I am doing something wrong? -------------------------------------- In UV Room: If I undock the UV Preview Panel then I can no-longer use the gizmo to move the islands or uv's around. -------------------------------------- 3D Coat :Version 4.8.05 GL (also checked on DX version)
  7. cakeller

    V4.1 BETA (experimental 4.1.17D)

    You are AMAHHHHHHZING!! The joint tool was pretty good already - but this was the thing I thought... would be so cool if it had. OMG! You added it so fast! As always Andrew - you are so "the man!"
  8. cakeller

    V4.1 BETA (experimental 4.1.17D)

    Im a little confused about the shader situation... while I agree an update to the UI regarding shaders is truly needed... and to separate SHADER from shader settings would also be nice... the idea that a shader + settings is a "shader" is obnoxious - but the shading engine is great. 1) I'd like to be able to have a shader adjustment box that allows me to adjust the settings of the current objects' shader 2) I'd like to be able to save those shader adjustments as a preset, not a whole new shader 3) I'd like to be able to "connect up" shader reference textures, rather than have them be a fixed part of the shader Truly the shaders are actually VERY VERY powerful as they are GLSL and HLSL shaders - ANYONE can write one as simple or as complex as you like. The trick is to make them more functionally easy to adjust and use. Who wants to always make an orange colored car? - uh, ok, so you copy that orange shader, edit the texture map in PS and now you have a blue car shader... so to have a rainbow of colors for the gamut of shader types, we have shader explosion... not so great. Anyway - just my two cents... and for what it's worth, a lot of the limitations on shading are directly related to the fact that it's GLSL/HLSL shading - so all shaders have to be written in those shading languages... they don't really do light scattering or transparency very well. OH that's another enhancement I'd like to see - better 2-sided transparent surfaces/see thu-ness. but that also might simply be a GLSL/HLSL limitation. long and short - better shader/settings UI paradigm, and better transparency appearance, otherwise - the rest works really well (IMO) for the purposes I use it for -previs.
  9. cakeller

    V4.1 BETA (experimental 4.1.17D)

    Oh man, I so totally agree!!!
  10. cakeller

    V4.1 BETA (experimental 4.1.17D)

    Tested by deleting all my settings, and found that Bas Relief was fixed, as well as Undercuts. Putting back Options_Presets broke both again... however, replacing just the old Options Presets with a "fresh" copy did not fix it. I had to delete the Tool_Presets folder, and options_presets.xml
  11. cakeller

    V4.1 BETA (experimental 4.1.17D)

    All versions of Beta 11 on Windows 7 x64 (GL/Cuda or No, DX/Cudor or No) - Bas Relief and Undercuts appear to be broken. Bas Relief cuts away only the back material but adds no material.
  12. cakeller

    Snow, Tire and Car Shaders WIP

    Really incredible shaders! nice work.
  13. cakeller

    3D-Coat 3.5 updates thread

    Now if only the ZOOM limit was literally the focal point... or at least if that was an option. so frustrating Zooming PAST your look point.. in actuality it would be nice if ZOOM (DOLLY ACTUALLY - as zoom would change the FOV).... anyway would be nice if you could DOLLY TOWARD A PARTICULAR POINT... OR JUST DOLLY in Camera Z space.... both are useful, but when you get close to the focal point - wouldn't it be nice to have finer control?... I mean the purpose of ZOOMING in, is so you can edit smaller details... get's rather pointless if navigation is still as coarse as it is when zoomed way out. but yes, this little thing that was fixed is GOOD.
  14. cakeller

    A Cool New Way For Creating Voxels !

    +1 +1 +1 +1 Ohhhhh yeah that would be so awesome!
  15. cakeller

    3D-Coat 3.5 updates thread

    I believe that is the case - when you convert back to voxel mode the resolution will only be as high as it was at the current voxel resolution. If you want the resolution to preserve the details you've added in live clay, I think you have to adjust the voxel resolution by doing a "resample" Alternatively this is the final step (live clay) before retopo and just never go back to voxel mode. you can also export the mesh from surface mode - and then import as high res reference mesh. hope this helps?
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