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About gbball

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    God, Drawing, sculpting, games, basketball, animation

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  1. It's because the pbr shaders have a bumpiness value that is too high. It sometimes gets amplified when you bake it onto your retopo mesh.
  2. gbball

    New Curves Beta

    Thanks my friend, I appreciate it!
  3. gbball

    3DCoat 4.9 Open Beta testing thread

    Sounds great, just for clarity will we be able to work step up and down through subdivision levels on retopo objects? This would be great!
  4. gbball

    [Solved] Problèm . The PAN is not like before

    I will try this as well.
  5. gbball

    [Solved] Problèm . The PAN is not like before

    I've noticed this too. It's very annoying.
  6. gbball

    [Solved] Transparent edges

    @JanCZ, you might try using pngs instead of jpgs for the alpha textures. I'm not sure if it will make a difference, but worth a try. A jpg alpha map should work in theory if it's just a black and white image though.
  7. gbball

    [Solved] Transparent edges

    I work with GLTF also, which program are you exporting from? Blender? You might also try Marmoset toolbag. I've had trouble with transparencies exporting from Blender before, but was a friend was able to fix it by opening up the glTF file in Visual Studio Code and adjusting some of the settings. Not sure exactly what he did though. @Andrew Shpagin, it would be great to have direct glTF export from 3DCoat, ideally import too.
  8. gbball

    3DCoat 4.9 Open Beta testing thread

    I see. That is strange. Definitely sounds like a bug. I wonder if something is causing 3D Coat to read your keypresses as double taps, because that would also explain what's happening.
  9. gbball

    3DCoat 4.9 Open Beta testing thread

    @Dmitry Bedrik Are you holding down on the buttons while you use them? Or are you just tapping it?
  10. gbball

    Making action figures in 3DC

    Nice, Thanks for sharing! Cool to see that a company like Schleich uses 3D Coat.
  11. gbball

    Exporting tesselated mesh

    It was my mistake, I was thinking decimate, not tesselate! @Carlosan I agree, that exporting tesselated mesh from per-pixel painting would be great.
  12. gbball

    Exporting tesselated mesh

    From sculpt room? There are at least 3 options that I can think of off the top of my head. 1. Retopo via decimation (This is best if you want to include textures) It's one of the right mouse click options 2. Decimate the mesh before exporting selected object 3. Export selected object and choose and it will give you an option to reduce the polycount on export. This is done via decimation.
  13. gbball

    What Are You Working On ?

    Nice work! How do you like Akeytsu? I have yet to try it, but it looks interesting for real-time animation. Is it limited at all? How does it handle more advanced rigging like spline ik, blendshapes, constraints, etc.
  14. gbball

    What would be your dream Applink

    Yeah, Blender does already do this and it's free. It will also export to GLTF by default and babylon with a plugin. So for that reason it's not critical. But I would really love to have post-processing in the 3D-coat render room. A simple babylon html export from 3D-coat that you can open in browser would help in that regard though since it already has post-processing setup.
  15. gbball

    What would be your dream Applink

    Hi @haikalle, It's not exactly an applink, but it would be great if we could export to .babylon format and/or gltf/glb. Also, I'm curious @Andrew Shpagin what would be the possibility of integrating Babylon's render engine into the render room? https://www.babylonjs-playground.com/#EYEPRI#3 (this one takes a little while to load, but worth the wait) https://www.babylonjs-playground.com/#Y3C0HQ#146 Babylon.js is an opensource game engine for the web and it features a web-based render engine that rivals Sketchfab and Marmoset. Maybe an export to a local web directory that you can preview in browser.