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Cube

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Posts posted by Cube

  1. I managed to fix my issue, turns out that a ring of edges were indeed not connected properly, even though they appeared to be physically joined. Just tried several merge operations with the fixed mesh and it's working great, the results at higher voxel density are really quite impressive! I think i'll have to upgrade my computer if i buy 3D-coat though, some of the merges have taken 10 minutes - it reminds me of watching my brother rendering images on his Atari ST when i was a kid :)

    Thanks again for your help guys, it's all bit confusing at the moment, but i'll get there eventually - i hope!

  2. Are you using an open mesh? For example, a head with the neck area not closed. If so try closing it yourself or clicking the Make Mesh Closed button while merging.

    As for painting on voxels, it has been discussed many times before and I don't think we will see it happen very soon. aside from how extremely difficult it would be, most people just don't need or want it bad enough.

    Sorry i should have been clearer in my post. It's not an open mesh, it's a solid object made only by subdividing faces and extruding etc.. It seems to happen mostly on circular or irregularly shaped faces that are drawn in from the surface (hope that makes sense). I also tried the 'close mesh' option on import but that didn't seem to alter anything at all. Like i said i am literally just getting started with modeling (4 days in so far!) so perhaps there is actually something wrong with my mesh to begin with. I was just wondering if this was a known bug, or does the merge function usually work perfectly if everything is ok with the source mesh? If so i will have to read some more Blender tutorials and try and find what i'm doing wrong.

    That's a shame about the Voxel painting! My mind literally exploded at the thought of it lol. I would really like an alternate rendering mode to show the true voxel form of the object, but i understand that the current polygon method works very well for organic modeling. Oh well maybe in the future it could be added - it's certainly not a deal breaker.

  3. Hello everyone, i just found this software recently and i've been having a lot of fun with the trial and i'm seriously considering buying it. I have run into a problem though which has stopped me in my tracks and i was wondering if anyone can give me some advice/suggestions.

    My problem is with using a mesh to create a new voxel volume. I have tried mutliple different import formats (obj,lwo,3ds) and experimented a lot with scaling and increasing the density of the volume before i create the object, but 3D-Coat always seems to create some very strange artifacts. Generally the profile of the mesh transfers well, but concave surfaces seem to get filled in most of the time, and sometimes the artifacts they create (lots of 'stepped' patterns and holes) will be projected to the opposite surface of the model. Is this a known problem, and has there been any word on fixing it?

    I'm very new to modeling so perhaps i'm doing something incorrectly, but this feature is absolutely amazing when it works right and would have me sold right away if it worked reliably!

    Another thing i was wondering about is the possibility to paint directly to the voxels in the future. I understand that 99% of people only use the voxel models to bake normal/displacement maps for low poly meshes, but i think it would be a very nice feature! I have read that some game engine developers are thinking about using voxels for next generation engines (for world objects and anything that doesn't need to animate) so perhaps this might actually become very relevant in the next few years. I am guessing that it won't be possible to add this while 3D-Coat renders voxels as polygons for sculpting, but maybe there could be an alternate rendering option to show the 'true' voxel volume?

    Anyway, thanks a lot for your time! The software is really amazing, and if i can only fix this problem with merging meshes i will be all set!

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