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wilson66

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  1. Ah,of course. Didn't use 3D Coat for a while, and simply forgot about it. Thanks!
  2. Retopo tools (like brush tool, split rings tool ect) don't auto-snap vertices to reference mesh? I always need to do this manually with snap command. Is this normal behavior, or some setting I have missed?
  3. Yes, thanks, it works now. I was trying the wrong password to log in... :/
  4. So, I can update to 3D Coat version 2022.02 using the versions manager, but I can't actually use it or purchase an upgrade yet for that version (I have 2021). Is that right?
  5. I haven't used 3D Coat for quite a while, but coming back to it now with the new 2021 version. Currently, I'm having trouble wrapping my head around the relationships between Sculpt Room <-> Retopo Room <-> UV Room <-> Paint Room. As I understand it, those rooms are not really synchronized automatically, which is confusing for me. I have a sculpt object that I already created a retopology for, I created UVs for it, transfered it to the paint room, created textures for it. So far so good. The problems arise now that I have created a new, additional sculpt object, a matching retopology, and now need this new retopo object in the Paint Room, alongside the object that is already in there, without losing any of the texture work I have already done. The process to do this is a complete, incomprehensible mystery to me. The problems start when I want to create a separate UV layout/ UV set for the new object. I can create a new UV set in the Retopo Room, but no matter what I do, 3D Coat puts the UVs into the UV set that is already there (the layout of the first retopology object mentioned above), and re-arranges the UV islands. I don't want that, I need to put the new UVs into a new, separate UV set. The old UV set needs to stay as is. Unable to do it. There is also no way to transfer the new UVs to a new UV set in the Retopo Room, this can only be done in the UV room. The new retopo object is not there though when I switch to the UV room. I read that the Retopo Room and the UV Room are not synchronized. Why not? Why would I not want those two rooms synchronized? I need to send the new retopo object from the Retopo Room to the UV room, create a new UV set/ layout for it while leaving the other UV set thats already there untouched, and then send everything to the Paint Room while preserving all texture work that was done before. I'd be very thankful for a step-by-step guide on how to achieve that. I feel that the process for this needs work. In my opinion, there needs to be a much more guided process for this. There is a certain order that the creation of a paint object with baked normals ect is done, and the UI needs to reflect that in a much more obvious fashion. Clearly labeled buttons to send objects from one Room to the next. A button in the Retopo Room "SEND TO UV ROOM". In the UV Room, a button "SEND TO PAINT ROOM". There is no need for UV functionality in the Retopo Room, let alone functionality that is not synchronized with the UV Room, and where the process of synchronizing it is far from obvious. This only adds to the confusion for me.
  6. In Sculpt room, 'Auto Pick' doesn't work as I would expect it (it might be intended to work this way, not sure about that). What you can pick in the viewport with 'Auto Pick' activated depends on what is selected in the SculptTree (when a surface object is selected initially, only surface objects in the viewport can be selected by clicking on them. Same with voxel objects). It should be possible to have a surface object selected, and then use Auto Pick to click-select a voxel object in the viewport, and vice versa, in my opinion. I see no reason to limit the functionality in this way. Or is there a reason for this? There should also be functionality to activate the checkbox temporarily (hold down keyboard key: activate, release key: deactivate). I constantly need to click the checkbox to de-activate it after selecting an object, because I'm selecting other nearby objects accidentally when sculpting. When the object selected is set to not visible in the SculptTree, nothing else can be selected in the viewport by clicking an object, neither voxel nor surface objects. Undesirable behavior.
  7. Love the new sculpt bevel tool, thank you for that! Beta working great already. despite a couple of quirks mentioned above.
  8. Paint Room: when smoothing a paint layer with depth on it (press SHIFT), then release the SHIFT-button while still pressing down the pen (and moving it slightly without SHIFT pressed down), it sometimes, but not always, leaves an artifact in the depth channel.
  9. Experiencing odd behavior when importing a certain model into the 3D Coat paint room with 'initial subdivision' set active. The model/ the vertices look distorted, no idea what is going on (see screenshot). Any ideas? The model looks/ subdivides fine in other apps (Blender, Modo, Maya tested), there are no geometry errors (like geometry on top of each other ect) that I have found. No hard edges anywhere, weighted normals. Something else I have noticed (unrelated): when baking occlusion, the occlusion baking options window remains visible, and blinks (appears - disappears - appears - disappears quickly) which looks quite annoying.
  10. I don't get how soft booleans work. When I click on the soft boolean settings (primitives menu or right-click menu in the VoxTree) I get a single checkbox that says 'Apply soft booleans', activating it does nothing I can see. When I apply the booleans (e.g. subtract), it subtracts the object as it always did, no bevels in place. How do I apply the booleans with that bevel in place, where do I adjust the bevel distance? EDIT: works now after restarting 3D Coat and creating a new scene. Strange. But great feature!
  11. New beta is very unstable for me. Crashed 10+ times today, texturing a character. Doing simple stuff like filling objects with solid color (rectangle lasso tool), and shortly after duplicating layers mostly. Also, using the lasso stroke modes in the UV window don't work correctly. Instead of filling the area that is actually selected, they only produce stripe-like artifacts.
  12. +1 This is, of course, an absolute basic necessity, and one of the reasons I mostly stick to ZBrush for sculpting.
  13. You should always use the app that does the best job for a certain task. Whats important (to me at least) is to achieve the best result possible, not to use as few apps as possible (even if that involves a couple of extra steps). I'd be great if you could use just one app for everything, but that won't happen because all developers focus on different areas of the workflow, and thus the apps have their strengths and weaknesses in different areas. Dedicating development resources on the 3DCoat rendering engine for example will produce a better rendering engine, but it will be inferior to other already established apps, simply because the other developers have dedicated resources on that area exclusively for years. I own both 3DCoat and ZBrush, and use both. I do sculpting in ZBrush, but for certain tasks 3DCoat is better/ faster (voxels). I do texture baking in Marmoset Toolbag or Knald, Retopology in Modo, painting mostly in Substance Painter, somethimes in 3DCoat. I could do all those things in 3DCoat, but I'd miss out on a lot of great features in the other apps that produce superior results in the end. Its often better to use specialized apps that can do a single task best, than to try and do everything in one single app. That might work for hobbyists, but not for professionals that need to produce models of the highest possible quality.
  14. You should not focus on stuff that other, already established apps will be able to do better anyway, and that most people in the industry already own. I for one will always do previews and presentations in Marmoset Toolbag, period. Focus on what the app does best, and what other apps can't do. Rendering should imo be of very low priority.
  15. Only left side of image overlay (red circle) was distorted actively. The right side (green circle) is distorted automatically at the same time, but should, of course, remain untouched. I guess that this is due to the fact that the distort tool treats the image overlay as tiled, thus mirroring the distortion over to the other side.
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