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Gary Dave

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Posts posted by Gary Dave

  1. Ah, was just coming here to post about the same thing. As an aside, I think it would be a good idea to hire an experienced UI designer to get some colour or something added to a lot of these icons, I've been using 3dc for years and even now I still hit the spacebar and spend far too long trying to find the tool I need because everything is just the same grey. Not sure if anyone else has this issue. Quick access semi-solves this to a certain extent by having us select our own most used tools, but ... well, the whole point of this thread is about how that keeps breaking!

    Another option is to implement a tool-search-and-access feature, they seem more and more popular these days. Just hit a button on your keyboard and literally type for the thing you want, like "primit.." and "Primitives" will be highlighted, hit enter, good to go.

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  2. Hey, yeah I don't use beta's, unless they are pushed to steam automatically? I am on 4.9.37 and I do not opt in to any beta programs for 3dc. So if 4.9.37 is not a stable release, then it should not have been published to steam. I will get in touch with andrew later tonight, I have a lot of work to redo at the moment! 

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  3. Version 4.9.37

     

    I've had this come up a few times in the past, though very rarely. But at the moment I have been working on a character for a few weeks, and I'm beginning to notice more and more sculpt layers are just emptying. Earlier today there was about three things missing, and now I've just opened it again and I'm missing bits of the leg, parts of a weapon, some brand new stitching that I had done literally a few hours ago. Just gone, selecting the layers they used to be in just says the triangle count is zero. Some of these are not small pieces either.

    This is unbelievably not cool. I'm fortunate enough to have already done my bakes but this should not be happening under any circumstances.

  4. Hello! I can no longer seem to ghost/hide or isolate vox tree layers from the retopo room via keyboard shortcuts. It was working just fine up until this morning. I've checked the hot-keys assigned to these functions and all is well. It works fine in the sculpt room. I can still use the H key to select vox tree layers in the retopo room, but things like G and Shift + V have stopped working. I also have my own hot key to isolate objects, which again works fine in sculpt room, but not in retopo. I can still manually click the ghost/eye icons on layers, but this is not ideal as I'm dealing with many layers.

    Version 4.9.37 (but again, it was working fine yesterday). 

    As a side note, I don't know if the key has some additional functionality built into it, but when using it on a voxel layer I often get a pop-up about some surface mode function. I think it has to do with some sort of colour info that's on my layer? Though I have no idea where this keeps coming from. It clearly says that I'm trying to turn on surface mode, which I'm not... I'm just using H to select a layer, and then it says the volume contains stored colour, but like I said, I have no idea how this keeps happening. I'm not painting on it, I'm only working in sculpt and retopo rooms.

    image.png.db02881d45bd98d680339bebeee72c33.png

  5. Not sure if you're trying to defend against something I said, or the OP, but I would like to point out that I never said auto topo yields horrible results. The examples in the videos are nice, but again not something I would pass if a junior handed it off to me as final. For film or even realtime cinematics then fair enough, whatever gets the job done. But for in-game assets, auto-topo tools are not a good idea. Sometimes auto-topo + manual retopo is a good way to go, but I'm just letting the OP know that he shouldn't be relying on auto-topo tools as a solve-all solution.

  6. On 3/10/2020 at 11:03 PM, kenmo said:

    But what's the point if the auto retopo fails or a manual retopo takes LONGER then it did to create the original model.

    I guess this depends on your use-case scenarios. But typically auto-retopo tools are not going to produce professional quality work, they're not supposed to either.

    As a games artist, any "auto" tool is seen as taboo, yeah we still use them from time to time but only on super low priority assets and only if there's just no time left to do anything else . Otherwise, it's business as usual, which is to create the best looking asset for as minimal resources as possible. There is no expectation that just because I spent a week on a sculpt that the low poly version should be done in 30 minutes.

    I'm working on a character at the moment, currently at 3 days on the sculpt and will likely take another 3 to finish. It's mostly hard surface and I reckon maybe 2 - 3 days for a manual retopology. I think it's rare for me that the retopology would take even an equal amount of time to the sculpt, let alone longer. Perhaps you are just not comfortable with the retopo tools?

  7. Okay so I just tried 4.9.29 and it's the same problem. Fresh install of 4.9.29, new scene, new layer:

    Just to clarify: First object (sphere) shows root position creation = All is fine.

    Second object shows non-root creation position, also scale/rotation differences. = Cannot get symmetry to align with what should be this objects local axis.

    Third object = same as second, but created at the root, and then moved. = All is fine (except for the fact that you have to make all your objects at the root)

    For the "Pick 1" option, I do not see how it helps. Am I missing something? 

  8. I'm surprised it's taken me this long to notice, but it seems you can only keep an objects local axis if the centre of its mass was created at 0,0,0 without any rotations. So if you're following a reference and have to create primitives in different places, you immediately lose a lot of symmetrical benefits. Here's an example: 

    Left = current default behaviour.
    Right = what I would like the behaviour to be when creating an object.

    Symmetry.thumb.jpg.610dfad23d9780be50f1ac4f896faac6.jpg

    The only workaround at the moment is to create each piece as you need it, making sure it's matching your reference planes, and then reset its position and axis before applying it, then applying it and moving it back to where you had it before. Mind boggling!

    I don't know if this is just a recent issue, or maybe it's always been like this, or if most of my work up until now has never needed this. But I am now discovering that most of the blockout work I've done over the last 2 days will need to be re-done, because I need to keep the objects local axis in place.

    On the other hand, I'm reeeaaally hoping that maybe I'm missing something and being stupid. I'm using version 4.9.17

    Edit:

    Oh I should mention that I am well aware of the symmetry options like "Pick from bound box" but that does not work if your objects have rotations.

  9. Using: 4.9.17 on Gloss/Metalness Workflow

    Maybe I'm just not understanding how this works, but I'm pretty sure I've used it in the past. I have a paint layer with greyscale values. I right click this layer and use the "Color to Glossiness" option, but my gloss channel remains pure black.

    I can just import this greyscale texture as a glossiness map and do it that way, but that's sort of a 1-way street. I much prefer to tweak spec values in photoshop, but 3dc's spec layers are blank, which is why I prefer to start with black/white texturing.

  10. Hello!
    So I've just turned up to a new office, new PC, installed Steam on an admin account, downloaded 3d coat as normal, but it's not launching.

    It gets to the point where it shows the license info (to copy to clipboard), then starts to launch, but no splash screen or anything, then it just stops. Tried re-installing both steam and 3dc, tried installing it on the default admin account (though my account is still admin anyway)...no luck!

    Am now going to try downloading the standalone from the website, but still would like this steam issue resolved.

    Extra info:
    No third party firewall/antivirus. Checked event logs, all fine, checked that 3dc is allowed to run, also all fine. Other applications/games run just fine through Steam, but 3dc fails.

  11. Update:

    It seems to be related to Ctrl+Z

    So in a brand new scene, if I start to retopo on one layer, then make another layer, do some more retopo and hit Ctrl Z to undo, I encounter some weird things. Either I can't select other layers, or no layer is selected, or layers rename themselves to existing layers. All in all super weird.

  12. Hello, 

    I'm having a pretty major issue here in that my retopo object layers are doing the weirdest things. Sometimes I can't select them or hide/unhide them, sometimes they duplicate, sometimes they rename themselves, sometimes I'll be working on one layer only to find out it's decided to dump random bits of geometry into a different layer.

    Is this a known issue? I am on the latest steam version.

    Put in SOS forum because this retopo I'm doing needs to be finished tomorrow at the latest, but at this rate I will never get it done.

  13. Hey, 

    So I know 3dc has never coped well with more than one symmetry axis in the retopo room, but this morning I am just having a whole world of trouble.

    I have made a simple test object:

    01.thumb.png.459b87d7927464efe492244882b5a849.png

     

    In the past, I have been able to move the unique (top-pointy) piece to a new layer, and perform symmetry on the other parts of the mesh. But now... now I cannot do anything. Mirroring even on one axis breaks the mesh. And it doesn't matter if my top pointy piece is in a new layer, or even a completely different UV set, it still gets obliterated when I perform symmetry.

    I know for the example I've made I could just copy/paste the islands I want to overlay. But this is just the simple test I made, my actual model is a lot more complex and there are numerous areas I need to keep unique, and others I need symmetry. I have been able to do this just fine in the past, has something changed?

    I'll include the 3d coat file if anyone wants to take a crack at it. Basically the end goal should be:

    - Ability to use symmetry on UV's without absolutely destroying the mesh
    - Ability to separate areas of mesh/UV's and have them not be effected by a symmetry operation in other layers.

    SymmetricalUniqueUV's.3b

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