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gbball

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Everything posted by gbball

  1. To go another step further, it would be nice if there was a space in 3D coat where you could just work on everything without switching rooms. You can keep the rooms for more specialized workflows, but having a space where you can just do everything would be nice. The sculpt room is the closest to that currently. Of course, having an outliner and context sensitive toolset would be key.
  2. @Andrew Shpagin @Gorbatovsky How does the link work? Is it a conform to sculpt mesh link? Or are you sculpting a modified version of the retopo mesh? I think for clarity, there should be some indication in the sculpt room, when you are working on a retopo mesh. My suggestion would be to have a Quads/Ngon object type in the sculpt room...maybe you could call it polymesh mode or polygon mode...with the option of connecting it with a more traditional voxel or sculpt mesh object...this would be the equivalent of conform retopo object to sculpt, but control the linkage in the Voxtree instead of the checkbox in the top left. With some kind of warning, if you're using a tool that will break the linkage, like boolean operations. Additionally, there should be an option to work directly on quad based meshes not linked to any sculpt object in the sculpt room. It seems like some of the functionality is there, because I can make a model object, then do a non-destructive catmull-clark subdivision, then sculpt on it, with the changes being updated on the low poly quad model. It's unclear though, because the model 'lives' in the retopo or model space and it's not clear that there is a linkage in the sculpt room, because it appears as a regular surface object layer. To take it a step further, I think the tools on the left should be context sensitive depending on what kind of mesh layer you're working with...Voxel/Surface/Quad/UV'd/etc and the voxtree/layers/curves/retopo objects/etc should be combined into a proper outliner with checkbox filters to show/hide the things you want to see and work with. Perhaps this becomes part of the roadmap for 3DCoat 2022/23 once all the bugs are addressed in 2021
  3. I've had similar issues. I was trying to use nodes though, so I thought it was related to that.
  4. Thanks, this works and allows me to do some sculpting. But I'll hold off on sharing feedback until I can try with Wintab
  5. It seems like they both have the same problem. If I start with it on my main monitor Cintiq Pro 24 it opens fine. But then if I move the window to my other monitor (Cintiq Companion Hybrid) and then close it. If I then try to reopen it after having closed it on the 2nd monitor it wont reopen, it freezes. If I then delete or rename the PC/Documents/3D-CoatV2021 and then it will reopen on the main monitor again with no problem. So I can get it to open so long as I don't move the window to a different monitor and close it. It seems like it may be related to the wacom settings in some way.
  6. Okay, so if I rename the PC/Documents/3D-CoatV2021 folder it loads on my primary Cintiq and it opens properly, but I still have the sculpting issue with the brush cursor offset that I mentioned earlier.
  7. Just bumping this so it doesn't get lost. Also, I just tried version 3d-Coat-V2021-B40-64.exe and it's still not opening.
  8. I've encountered a few problems so far with the new version which make it unusable currently. I completely understand that it's beta so I'm happy to share as much info as I can to help get the issues fixed so here is what I'm experiencing. I have a 3 monitor setup with 2 Cintiqs. 1. On my Cintiq Pro 24 (4k resolution) I found that there was an offset with the sculpting brush where it seemed like the cursor was being influenced by the position of my stylus and also the edge of my screen bordering the other two monitors...I had the 4k screen to the left and the 2 HD screens stacked on the right, with the bottom screen being a Cintiq Companion Hybrid (Basically an old Cintiq 13HD, that can run unattached in Android mode). If I were to guess, it looked like the cursor was fighting between the screen I was on and the other Cintiq...as it was under my stylus and also at the border with the other Cintiq. The brush was conflicted like this in both Sculpt mode and Paint mode, but it only affected my ability to sculpt, painting in my brief test worked fine, but there was the optical error of the brush appearing 2 places at once. When I used a mouse, there was no issue at all. I tried unplugging the 2nd Cintiq, but that didn't fix anything. I only unplugged it from the screen though, not at the computer. 2. The patches tool kept crashing, I couldn't figure out how to get it working and everything I tried cause the save your work dialog to popup followed by the program closing. On a side note, it would be nice to choose from a library of preset setups with some of the different curves tool and perhaps to be able to save your own templates for future use. 3. Today I moved the window to my second Cintiq monitor to see if it would work on that one properly and it did in some ways, but not others. The brush cursor was in the right place and so I was able to sculpt, but it didn't detect my drivers properly and I couldn't navigate or resize the brush. Then, this is where the big problem occurred. I closed the program and reopened it, but it got stuck at a white screen and wont load. So I see the 3D Coat splash and the 3D Coat window trying to open, but frozen. The program is trying to reopen in the window that I closed it in. The smaller Cintiq, but the splash is still on the main Cintiq monitor (24 Pro 24). My next test was going to be changing the Cintiq pro 24 resolution, but it wont reopen unfortunately. I'm using Windows 10 with an i-7 processor, 48gb ram and RTX 2080 Super. Not sure if windows/graphics drivers are up to date. Will try uninstalling the demo and try reinstalling to see if I can get it running again. Incidentally, I did try a test build a few months ago and I didn't have these issues. Hopefully we can get some of these issues sorted so that I can test some of the new tools and workflow to provide feedback in that regard. Overall it's a massive upgrade. I love the gesture based transformations, that will be a huge time saver. Thanks for listening. Topological move and non destructive subdivision stepping are also great quality of life additions. I can't wait to see what else is in there.
  9. I think this is a useful panel, but it would be better as a mouse pop under with a certain keypress. It would be far more useful that way.
  10. I have to say the amount of additions is mind boggling. This is a humongous update. Far far beyond what I anticipated. It's going to be a lot to try and absorb.
  11. I'm getting a similar offset issue. It's a problem in sculpt room, both in terms of where the brush gets drawn and also it affects the sculpt. In the paint room, it doesn't affect painting but I do see an offset of the brush even the the strokes are landing where intended.
  12. Yeah, I've had a chance to try out the new build a couple of months back and it's very promising. The sculpt feel and performance in particular were very nice to see. I've definitely still been making sculpts, just haven't been sharing. Maybe I'll reevaluate that decision!
  13. I've been here, haven't been posting as much lately work is carrying me in different directions. Still here though! Nice to see you posting again lately.
  14. Try importing the model to the models tab in the Retopo room. You can also do the UVs in the Retopo room and then once you've unwrapped your model, you can drag the retopo layer to the models tab and it will retain the UVs.
  15. Nice, the spine tool looks really powerful. I can't help but think that it would be helpful to add a circularize function to quickly make a patch of quads into a circle...it would have been helpful on the horns and the legs. Also, gesture or hotkey based transformations, so that you don't have to use the gizmo every time. Otherwise it looks great!
  16. Try the cut and clone tool. It will allow you marquee select a finger and turn it into a voxel stamp, that you can use to place the other fingers. I'd suggest keeping the fingers on separate sculpt layers until you're happy with the overall hand before merging back down to one layer.
  17. I enjoy using the render room in 3D Coat, but I miss being able to use spotlights. I wonder if it would be possible to add a mask to the light source and control for size and offset. I still wouldn't be as intuitive as working with spot and point lights, but it would allow us to create light patches on the model more easily.
  18. Best to take a wait-and-see approach. For those of us who have been around longer, the lack of communication tends to happen when the team is crunching on a deadline...We'll see if it's ready for the end of March or not, but as a longtime Blender user, the same thing happened with the 2.8 release...but it might have been even longer of wait with more missed deadlines than we've seen here. Megascans was even worse still. But look how well those have been received. Good things take time and software development is very unpredictable. When quality is the focus and if things are truly innovative and useful, people quickly forget how long they had to wait for it. If 3D Coat can close the gap a bit with Zbrush in sculpting, then I think you'll see a lot more people willing to give it a try. Especially with Zbrush's new features trying to emulate much of what 3D Coat does so much more easily with Voxels. It's already the king of 3d kitbashing for concept and handpainted texturing.
  19. I agree, I propose a Quad mode sculpt object layer type to go along with Surface mode and Voxel mode. Something with a very limited number of sculpting tools initially, but lets you work non-destructively, via sculpt layers and subdivision stepping. Ideally, leveraging the displacement-based sculpting workflow in the paint room. I wouldn't expect any of the boolean tools to be available, but it would be nice to have the following as a starting point Instancing (Imagine being able to instance several pieces of UV'd/Textured foliage or debris throughout your scene and then exporting it to Maya/Max/Blender?) Clay Draw Inflate Pinch (Similar implementation to surface mode) Move Transform The ability to step through subdivision levels, with the sculpt detail from each level stored within the level as displacement data. The ability to reproject from visible sculpt layers to the current sculpt And then add more from that point forward. This along with the Retopo and Modeling tools coming would be huge.
  20. Not sure if I understand your question, but you can try ghosting the layer you don't want to draw on with the sphere tool. ANd make sure to uncheck draw from first point.
  21. I think there might be a way to change it with hotkeys also, just checked...it should work with the plus and minus keys.
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