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b33nine

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  1. Is there a way to utilize the old closed spline tools with the pose tool and the cut off tools? It had been a long time since I updated to a new build, and while all the functions of the new closed spline system seem cool, it just adds a lot of frustration and time to simple tasks now. Also I don't know why certain E modes were removed from tools that utilized them before, like the grow tool, something I used a lot previously to cut shapes away or add shapes with the lasso/spline tools.
  2. I have a file I've been working on in two different locations. I'm decently certain I'm using 4.8.03 on both machines. On the machine where I initially started the file, it is 48 MB. It has source sculpt files and around 5k tris worth of a retop job. After moving it to the other computer and working further on the retop (finishing around 20k tris) and not adding anything else, the file has ballooned to almost 5GB. Is there any reason someone could think of why this might have happened and how I could avoid it in the future?
  3. Would pay for a gumroad that had this up to date...
  4. Anyone help me sort this? The yellow line in vertex line mode is missing everywhere except for when I paint on the texture uv editor. It still works, but the visible yellow line that shows how the two points connect is gone.
  5. I'm not sure if I clicked some hidden option or something, but I don't get the popup anymore when exporting texture maps that gives me the option to fill empty pixels. Anyone shed some light on this for me? Thanks! Edit: Found the solution in Preferences under the padding section. You need to select "Manual Selection" in the Padding option with the drop down window next to it.
  6. Hey Koji, These shaders look great. However I was only able to get 1 or 2 of them to load correctly. Anyone have suggestions for getting them running correctly?
  7. Man that would be awesome. And a way to preserve UV's while you make those edits too please.
  8. I dare say you've just inspired a new Bro-Bot Digman
  9. Safe to assume this isn't currently possible? If it were that split/joint tool would make 3d-coat amazing for 3d printing (not that it already isn't pretty amazing for it).
  10. Thanks Digman! The printing is fun... sometimes haha. Here's a closeup of the print of this guy (his name is Bug the Lawbot) and a painting I did to hopefully feature on packaging.
  11. Been working on the prints for awhile now on the first batch of these guys. Sooooooo tempted to pick up a resin printer instead of a regular fused filament one, but for now I'm gonna keep grinding away with this one and try to churn out some cool prints. I'm trying to keep my art page on facebook updated with this stuff, so if you're interested in checking it out over there that'd be awesome. https://www.facebook.com/b33nineArt/
  12. Is there a way to set up the split and joint tool in a way that you can feed it a positive and a negative model to generate your joint? Alternatively, is it possible by chance to have the joint be a shape so that it can only go back together in the way it was split? Something like the profile being a quadrilateral that's got a wide base and a narrower top? I really like the split/joint tool, but would like to use it in a way that you can only put a printed model back together in the way it was built originally.
  13. There's some kind of bug with the pose tool where after deselecting the previously selected faces dissapear. Can anyone else confirm? It might be tied to the undo bug that's been floating around for ages?
  14. New one today, this time a Cat Bot
  15. Here's the ones I've collected so far on my other work machine too. Some aren't posed yet, the plan is to pose them all and maybe try joints in some as well. Michaelgdrs, good call. My kids aren't really at the age where they'd be putting things in their mouths anymore, but definitely something worth mentioning to people who get their hands on these.
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