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wilson66

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Everything posted by wilson66

  1. You are right, works with eraser tool. Would expect it to work with black + white colors, but ok, it works. Thanks.
  2. Nice to see the Photoshop-like masking implemented. Doesn't work as I would expect it though. Assigning the mask to the paint layer, then painting the mask with black does nothing, it does not hide the layer as you would expect it to do. It paints on the mask (changing mask opacity from default 0 reveals this), but that has no effect on the layer the mask is assigned to. Clearification needed.
  3. Tested new beta, and wanted to post exactly about the problem with the new vertical activity bar as digman above. Pop-ups of the new activity bar should not overlap the activity bar itself, this makes navigation really awkward. The buttons of the activity bar should be visible at all times (move pop-ups to the left so buttons are still visible). Making the activity bar a floating panel (as digman suggested) could be a good alternative idea also.
  4. When I opened the file today, vertex colors for most of the objects were simply gone. On some areas they were still visible, for whatever reason. No idea whats going on here, because vertex colors on all objects were clearly visible yesterday when I closed the file. Whatever, last nail in the coffin, those missing features (other thread), and strange hick-ups like disappearing vertex colors that makes you lose work, really keep me from wanting to invest a lot of time into the application at all. Wanted to give 3D Coat another try, but this is not convincing for me. Back to ZBrush it is.
  5. I can see the vertex colors on the object in voxel mode (before the separation), and they are kept when switching between voxel and surface modes. They are only lost in the newly separated parts. I can't see why it should not be possible to transfer them to a separated voxel object as well, its just not implemented in the tool I suspect. It would be way faster to just do the separations in voxel mode, instead of having to rely on the surface mode booleans that love to produce invalid geometry/ pieces of geometry floating around that need to be cleaned up. Parts are not disconnected, so "separate disconnected parts" will not work out.
  6. I have a character that I sculkpted quite a while ago in ZBrush, and that is simply a single object (no separate parts). I would like to separate it into multiple objects in 3D Coat (like, separate the legs from the body ect). First thing I noticed is that 3DCoat does not seem to be able to separate parts of the geometry in voxel mode and keep vertex colors. When I separate in voxel mode, vertex colors are lost. Why? Is there a way to separate in voxel mode, and keep the vertex colors? So be it, separating in surface mode works in combination with vertex colors. Although 3D Coat doesn't cut the object in the exact area I have selected, but "forgets" small parts that I then need to clean up afterwards. At least the separated object still has the orioginal vertex colors. There are certain parts of the character that cannot be easily be extracted/ separated using simple lasso selections, or I would have to cut it into multiple parts temporarily and merge those parts again afterwards. Is there a way to mark a certain area (e.g. freeze the area using combination of lasso selection and brush tools), and then separate the frozen area into a new object? If so, how do I do it?
  7. Ok, thanks. Its ZBrush for this then...
  8. This is the logical way to displace the unsubdivided/ low poly mesh. Because the unsubdivided mesh looks faceted so to speak, the displacement map needs to look faceted like this to produce a smooth displaced surface. The middle of each face needs to gradually be displaced more than the edges to produce a smooth result in the end. EDIT: on second thought/ look, the edges seems to be displaced more, which doesn't really make sense. Mmhm..
  9. I would like to cover a model of mine with dragon scales. For that, I have sculpted one of the scales on a sphere, captured the shape (as vector displacement alpha) using the pick&paste feature, and would now like to sculpt the scales onto the surface of the actual model in stamp mode. This works great, but is it possible to auto-mask each sculpted scale? Is there an option for that somewhere? Meaning, the surface needs to be frozen automatically in the displaced area. I would like to do this to avoid unwanted additional displacement. When I put the small scales close to each other, each following scale would displace the area of the already sculpted scales further (where they overlap), I would like each scale to stay exactly as it is once it is initially sculpted. If you know what I mean..
  10. I have several different Blender beta and alpha versions on my hard drive, but they were not installed using a exe-installer, they were simply extracted to a folder from a ZIP file. Installing is not necessary. Is there some way to point 3DCoat/ the applink to a specific Blender .EXE-file? Right now, when I start Blender and try to send a model to 3DCoat, nothing is transferred at all.
  11. Knife tool (Retopo Room, Add Geometry section) needs to be more reliable. I'm creating a retopology, and when I use the knife tool, and want to cut multiple edges in a row (I click each single one of them, it would be nice if it would cut inbetween edges automatically), it doesn't recognize many of the exisiting edges (doesn't highlight them on mouse-over), or I need to click somewhere off away from the edge so it suddenly highlights it, and when I press ENTER, it forgets to cut half the edges I have marked. When I dare to rotate the view and the first click of the knife tool is occluded by geometry (I guess), all is lost, and the cuts it creates when I press ENTER is a mess. It seems to use screen space to do the cuts, it should do them in actual 3D space. This not fun to use as it is.
  12. There is definitely something awry with the "Act as Vox Hide" brush tool option in combination with lassos (2023.13). It only works with the brushes (e.g. "Radius, Depth & Opacity Pressure"), but doesn't work with any of the lassos. The lassos extrude the surface instead of hiding voxels.
  13. I'm experimenting a bit with the new voxel paint functionality, and am really liking it so far. Something I have noticed in my particular little project though is that it can be really really intricate to use the "act as vox hide" feature with relatively thin objects. What I have is a wooden plank with 2 materials of varying depth, and I am scraping away the top material using brushes with "act as vox hide" option active. Because the wooden plank is relatively thin (not very, very thin, but relatively thin, as wood planks naturally only have a certain limited depth to them), the inverted vox hide (meaning, un-hide the voxels with ALT-key pressed down) very often does the opposite of whats intended: it tears holes in the mesh (that you can look right through) instead of bringing the voxels back. I might be overlooking something here, but it only seems to be possible to use the brushes with vox hide. When I try to use e.g. the rectangle lasso, this doesn't seem to work in combination with the vox hide functionality. I am brushing and brushing away, and where the object is fairly thick already, the "vox un-hiding" works correctly, but where the object is thinner, it doesn't. It tears holes in the mesh, and I am unable to bring the voxels back in the area where the holes go right through the entire mesh. It only makes the holes even larger. Long story short, if you know what I am talking about here, there must be some way in my opinion to make hidden voxels visible again easier when there are holes in the mesh. Because you can't paint in empty space/ in areas where there are holes, it takes far too long to close the holes. If that makes any sense... EDIT: forget it, everything work ok. Just use the standard Vox Hide functionality in the Adjust category...
  14. Multires sculpting doesn't work well (at all) with smoothing brushes. Might already be a known problem because its really obvious, didn't check all the postings here. Created a simple sphere as a test (didn't use multires sculpting feature before), added some bottom levels, switched to top level, sculpted something using some standard brushes, stepped down and up the levels, everything in order. As long as I don't use smoothing brush (SHIFT key). When I switch to top level, use the smoothing brush, then step down the levels, geometry is destroyed. Deep holes are produced (like some vertices merged into one vertex, then projected into the center of the object, see screenshot).
  15. Ah,of course. Didn't use 3D Coat for a while, and simply forgot about it. Thanks!
  16. 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?
  17. Yes, thanks, it works now. I was trying the wrong password to log in... :/
  18. 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?
  19. 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.
  20. 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.
  21. Love the new sculpt bevel tool, thank you for that! Beta working great already. despite a couple of quirks mentioned above.
  22. 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.
  23. 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.
  24. 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!
  25. 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.
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