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hansolocambo@gmail.com

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About hansolocambo@gmail.com

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  1. hansolocambo@gmail.com

    [Solved] Clearing "Open Recent" files ?

    A nice example of how amazingly selfish some people are.
  2. hansolocambo@gmail.com

    [Bug] Backface Culling and Ignore Backfacing in Retopo

    This "ignore backfacing" option never worked. Still, 3D-Coat's Retopo Room remains, by far, the best retopo tool around. But damn, if this could be fixed ! An option, by layer, to activate the snap/weld or not, would be amazingly useful. The time I loose, at every retopo, because of my vertices snapping on geometry that shouldn't even be taken into account because they're on the other side, really far from my clicks, is super annoying.
  3. hansolocambo@gmail.com

    [Solved] Retopo: Select tool- Lasso/Marquee Selection ?

    Yep. 3D-Coat Retopo tools are great. But one always needs to keep Modo, ZBrush (ZModeler) Max, maya, whatever other software opened on the side. To export-import the retopo mesh and do some simple operations as a lasso selection to quickly delete some faces. That's a shame. Now is July 2018 and still nothing like that in the Retopo Tab.
  4. hansolocambo@gmail.com

    Can't avoid Faceted mesh. (from import)

    It's not smoothing groups that you need (3D-Coat SADLY doesn't understands smoothing groups at all). It's a subdivided mesh. If you talk about smoothing groups it means that you did your mesh in 3DS Max. So subdivide it with Meshsmooth (activate in "Surface parameters" the option "Separate by Smoothing Groups") and when it looks good in 3DS Max, then you export this already high poly and voxelise it in 3D-Coat. If you import a low poly mesh in the sculpt room, subdividing it from there won't get rid of the faceted aspect. It's like adding subdivisions on a low poly cube in ZBRush unchecking the "smt" (Subdivide Smooth Modifier) : you can get as many trillion polygons as you want, your cube will still look like : a cube. So : If you have smoothing groups information on your faces coming from a third software, no other choice than to subdivide your mesh in this same software which understands smoothing groups. 3DS Max has the latter, Maya has smooth/hard edges, ZBrush has polygroups and creased edges, etc. You can't expect all those softwares to fully understand each other. But instead you have to think ahead and prepare your mesh as best as possible before exporting/importing it from one software to another. If compatibility was 100% between 3D applications, 3D graphists would be able to sleep way more every day
  5. hansolocambo@gmail.com

    Only Metalness or glossiness while painting

    Paint both on one layer. Then duplicate this layer. And adjust these two identical layers Roughness and Metal Opacity. One layer will be roughness 100 Metalness 0. Ther other the opposite. I don't know why you did the job twice. When it was actually already finished. Sure separating both would be great. And I wait for this option for more than 2 years. But still, duplicate your layer and change Rough/Metal opacity takes 10 seconds and does the same
  6. hansolocambo@gmail.com

    Unify UV and packing commands generate BUGS

    3DCoat is insanely better that anything else when it comes to UVs (Substance Painter is pretty good too). but BE CAREFUL : 3DCoat UV Packing commands generates serious bugs. Check the results and save in different folders to preserve your original baked normal maps and textures. - When I import a mesh with instances/copies that share exactly the same UV space, sometimes 3DCoat badword up the UVs when regrouping UV sets into one single UV Set. - Moving UVs from a UV set to another I had lots of damaged normal maps : big chunks of the normal map texture that simply disappear. - I just noticed another damn annoying bug on the mesh I'm working on : I regrouped and packed multiple UV Sets into one (using commands "Move selected faces to another UV-Set" ; "Unify UV" ; "Pack UV" and "pack UV2") And now some of my meshes normals are correct but some others are inverted (what should seem to be curved is now bumped). So my normals are all regrouped in one file but half of it is fucked. I don't know Substance Painter well enough and still prefer 3DCoat, but it seems their non-destructive approach of materials editing is more efficient... Damn it's gonna take me forever to fix that again... You'll see here that parts that obviously need to be curved are now bumped... https://sketchfab.com/models/1fa823b853ae43319be48fb9b2fa7139/
  7. hansolocambo@gmail.com

    [Solved] how to import multiple objects into 3D coat into 1 scene

    Hi Ashington. Glad Carlosan helped you find a solution. You can follow the same logic using 3DSMax or Maya. Basically you need to create different Material IDs applied to different meshes (Multi/Sub-Object with Sub-Materials in Max for example) and you'll have the possibility to paint and hide separated objects in 3DCoat and each of them will have his own UV Islands that you can regroup later : automatically from the UV panel using the Unify UV command or manually by selecting UV Islands and moving them : on the top menu of the UV section, under Symmetry, you can see the name of the current UV and a command Move Selected next to it. So you select UV Islands and move them around to regroup and organise them. Careful though, save your work in different folders. Unify UV and packing commands generate loads of bugs (inverted normal maps, chunks of your textures that simply disappear, UVs' vertices that collapse, etc). It's great but not trustworthy yet.
  8. hansolocambo@gmail.com

    Texture Editor Colors very different from Viewport or Color Palette

    Thanks Carlosan. That's gonna help a lot ! Texture Editor is still a bit brighter than the color palette. But it's already a lot better ! P.S : Goomba thanks you too
  9. hansolocambo@gmail.com

    Texture Editor Colors very different from Viewport or Color Palette

    Thanks Carlosan, but as I wrote earlier in the first message : "No relation with AmbiantOcclusion or Curvature Layers, I tried already." Objects look fine : https://sketchfab.com/models/8080eb1be4f84cce9d86c436cb9118da But not when I work on the 2d projection in 3DCoat. I uploaded the .3b file here. If someone can maybe understand the issue by having a look at it. Cos' I did "many scenes" now with 3DCoat and always had this issue of wrongly displayed colors in the Texture Editor. http://mcassar.free.fr/3DCoat/Goomba Painting.7z Thanks
  10. Since I've been using 3DCoat, mainly for unwrapping and PBR painting, my objects look way better and I lose far less time with less well thought soft. Nevertheless, I still have some issues using it, one of them being what's explained in the title and you can witness easily in the screenshot attached : The 3D mesh's color in the viewport looks fine. Textures exported will have the proper colors. The texture I just exported and loaded in the "Color Palette" in order to easily and quickly pick colors looks fine, BUT the same texture in the "Texture Editor" have redish colors. And I had this issue with all the meshes I did using 3DCoat. Except for the imported normal maps, there's no depth or glossiness, I only used color for this mesh. But still : the texture editor, very convenient because you can paint in 2D there (but symmetry doesn't work in this window, that sucks), shows me wrong colors. Which is very disturbing. No relation with AmbiantOcclusion or Curvature Layers, I tried already. Could someone please explain me the reason why ? Or even better a trick or something I might have missed that explains and fix this issue ? Thanks in advance to anyone who could help ! Cheers, Hansolocambo. https://sketchfab.com/hansolocambo/models
  11. hansolocambo@gmail.com

    Tool palette really slow

    really ? Well this would be great. Hopefully it will make a difference. Funny Coincidence I was still painting my Luigi and just decided to stop because of those annoying waiting time between my clicks and the soft response. I'm glad to read you and hope you're right. I'll test that tomorrow ! But it feels like it might decrease the eventual slowness when painting on very heavy meshes... I'll let you know. Worst case scenario, my Luigi is nearly finished now. I abandoned picking colors on the mesh, it's just impossible to work this way. I made a screenshot of my mesh, loaded the shot in the color palette and pick from there. It's weird but it works better... https://sketchfab.com/models/8080eb1be4f84cce9d86c436cb9118da
  12. hansolocambo@gmail.com

    Tool palette really slow

    Since I first discovered 3DCoat, there had been many updates but this issue remains. Right now for example I'm painting this Luigi https://sketchfab.com/models/63fb8d46f54042d4afbf197f80555ec1 And if picking colors from an image in the "Color Palette" is really fast, jumping from the few tools I use all the time : Sampler Tool, Brush Tool, Eraser Tool takes a LOT of waiting time. The Brush tool always reacts quickly but the others are really slow. It's impossible to get a good workflow with an interface of tools (everything else works damn fine) that respond so slowly. I've been using 3DCoat for a few months now. Updated it every time there was an update. My computer is far from being a snail. I tried DX or GL version, ... dunno what else to do. Do you all have this issue ? Is there a way to accelerate the reaction of tools that become activated on average more than 6 sec after I clicked on them ? ...
  13. hansolocambo@gmail.com

    [SOLVED] Applying Symmetry to a single Retopo group

    Wow. I came on this page a few times looking for an info about retopo and symmetry and I finally understood how to get symmetry ONLY on some layers thanks to that : Virtual Mirror OFF and a symmetry done from the layers menu. That's great ! Thanks for the info.
  14. hansolocambo@gmail.com

    How to paint through frozen objects or locked layers

    Lol No problem. I really hoped for a moment as I saw "Expert" under your forum's name. Obviously those titles doesn't mean much.. That being said, what you said kind of make sense : I use the too sharp dark shadow produced by the auto AO of 3DCoat as a reference. This shadow simply tells me where the objects I hide are. Then I just need to work on a new layer and paint a soft colored shadow as I see fit. And get rid of the auto AO. It's all good Kinda. N.B : "I thought you could bake AO in the render room " You can bake AO in the paint room. And results are really good and damn fast. BUT, if two objects are perfectly one against the other, AO creates a perfectly dark area between them (where you can't see it) but no soft shadow around the intersection. That's the issue.
  15. hansolocambo@gmail.com

    Outrider toy advert (fake)

    Show us some wireframe man.
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