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JoseConseco

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Everything posted by JoseConseco

  1. I just wonder, one of 3dc users fixed 3dc 'open file dialog' crash - by switching to different file manager. Is there option, in 3DC, to tell it to use 'nautilus' file manager (from gnome) rather than 'dolphin' (from kde)? I know that firefox has option - to tell it which file manager it should use. Maybe this could fix the crashes for me (I'm on manjaro - kde - which uses Dolpin file manager)
  2. I just wonder if there is bugtracker? I may report bugs, but I dont know if they will be worked on. So I do not know if this is just waste of my time.
  3. Ah, guys, I was right in first post - this issue is linked to the number in square bracket. It was [4] so I used 'increase object 2x' twice, to get rid of [4], now sphere is huge but resolution is ok: 3d coat devs, please, fix it - so that subvisions detail does not depend on object scale (just dividing 'DetailLevel' / [number in square] - should do the trick I think) . Also is there way to get rid of number in square, but without scaling up object? (kind of 'apply scale' from blender )
  4. Sphere in 2d Character preset sculpt : Vs sphere in clean scene: Remove stretch was off. Same DetailLevel (1), same (screen) brush size but obviously density is not same. I even tried with same absolute brush size -3, and it subdivides way more in mannequin scene. I also tested 3 sphere sizes (on same scene) but in there everything works fine. I would imagine setting DensityLevel to 0 - would not tessellate geo, but obviously it is not the case in character preset model. Even if I set it to 0, it still subdivides model a lot.
  5. Look like you have been able to recreat it above? In my case it happens on default surface sculpting character that comes with 3dc. This makes app very slow, since character is way to dense if I used auto-subdivision. Just to be clear - subdivision density should not depends of scale of object. It should depend on brush size only - in screen space. I bet, right now, 3dc is using absolute brush size, which is not what u would usually want.
  6. Even though -auto-subdivide value is very low, it still add huge amount of tris. Maybe its related but number in square bracket is quite large: But it is for voxels, and I'm in surface mode. In the end subdivision should be linked to brush size, and obviously it is not... Is this bug?
  7. Thanks. Maybe you could attach this video from 3d coat YT channel, where guy struggles for few minutes to mask out lips:
  8. I see lots of surface brushes have topological masking now (eg grab brush, draw brush) which is great. Freeze brush (surface) - does not support it, it seems? Imagine having to mask out bottom lip in this case similar to this: Huge pain. Is there way around it?
  9. JoseConseco

    Terror Bird

    Great design. Is you your concept?
  10. Creator of Nvil - IStonia - is making rocket3f software with collaboration of some 3d guy (ui, marketing). Nvill was/is great modeling software, but for me it was easier to do everyting in one app -blender, event though Blender is not as good as as Nvill in modeling department.
  11. Preview of material specular intecity is quite different from actual result. Preview is on the left, actual result after painting is on right.
  12. Hi, I'm not sure why but 3dcoat seems to heat my cpu quite a lot compared to zbrush or blender. It causes my pc to crash with blue screen. I have non problems with sculpting in blender with dynotopo or in zbrush. Even if I sculpt without Live Clay my CPU is getting hot. Similar thing with texture painting. I'm on latest 4.7 release.
  13. Nice. Too bad you didin't made whole body.
  14. Just add 3d coat to exclude list in your anti-virus software. It should fix your problem.
  15. Awesome. And I have to agree 3dc seems more fun to paint in, than SP.
  16. JoseConseco

    Robo

    From the album: Randomnes

    Made in 3d coat (texturing, base mesh) and zbrush (zremesher, uv, some geometry polishing). You can view full model on sketchfab: https://skfb.ly/JzYL
  17. digman, I tried to recreate this bug in simple scene and I couldn't so I will skip reporting this for now. Anyway thanks for your time. Michaelgdrs greate to hear that.
  18. About importing mesh, I figured out what is happening. Basically when I has symmetry enabled and I want to import tool (from left toolbar, or space menu) 3dc is creating 2 copies of mesh. And if I have option 'import as child' enabled, 3dc is creating left copy for parent layer, right copy for child layer: Also I finally get it, why sometimes putting simple sphere on center of scene fails. If I have symmetry enabled 3d coat is booleaning left and right copy, which are overlapping 100%, and that is why it fails to create sphere (because boolean fails). I wish Andrew prevented this, by checking obj. position on mesh addition. So if object x position is ==0, then just make one copy, without boolean, else make right and left copy, with boolean. And if 'import as child' is enabled just put both copies into single child layer (not one to child, one to parent layer, like it is now). About importing normals, sorry I can't share the file. But basically, when I import second normal (from external file) 3dc messes up green chanel display in 'relief only' display mode. And if I export my uv painted object, throught file-> export obj & textures, normal green channel is flipped too.
  19. I added mesh display bug on mantis: http://3d-coat.com/mantis/view.php?id=2062 How about inserting new mesh into layer? Can you recreate it too? Also I had problem, when importing second normal texture, to paint room. They seems ok, but when I switch 'relief only' shaded model normals seems inverted. And they are exported inverted too (but. I use blender preset at import time - for normal)
  20. There seems to be 2 new bugs in beta 25: - when adding mesh to layer, two duplicates of same mesh are created (sculpt room) - there are artifacts on mesh when using LC General Clay brush
  21. Awesome. I wish you made those ivy thing as her hair.
  22. Awesome. I will wait untill dirt and stuff if released. I hope there is lots of dirt, and some wood would be great too. And architectural stuff...
  23. Hi guys I made this feature request on mantis (feel free to add +1 if you like it): http://3d-coat.com/mantis/view.php?id=2039 I don'n know how 3d coat defines default material, that is restored when 'reset' button in pressed in SMat editor, but it seems buggy. But instead of fixing it, I would much rather prefer to change the way it work. In some painting apps (krita, pss, cps) there is feature called 'dirty'(temp) brush. It works like this: - default brush settings are stored as 'master' backup, - any tweak you make to brush now, is saved to 'dirtty' version (original 'master' version is not destroyed), so we can change brush spacing and it is saved in dirty presed - if we want we can reset 'dirty' brush to 'master' backup by pressing 'reset do default'. - there is also button 'save dirty' preset to 'master - this saves current brush settings to 'master' version. I think this would be great way to handle smart material edits, as sometimes you want to change stuff, but then you would have ability to 'revert to master' version, or save tweaked 'dirty' preset to 'master' version.
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