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Posts posted by Hasuman

  1. Hi,

    Installed the latest beta with the Instant Meshes support, and after that autopo has not worked on the stable version which I have installed through Steam. I can also see Instant Meshes in the autopo menu even in this version, even after removing the beta's folder from my computer completely. Any idea how to fix this? Does the beta have other folders that I should remove to completely get rid of it?

    Also, by "autopo not working" I mean that it either just freezes 3D Coat completely or takes ridiculously long time to finish even a simple task.

  2. In the last 4.7 version there were that classic brown matcap and I always preferred to start sculpting things with it because it had a great sense of depth and contrast. I can't find any of the matcaps in 4.8, and shaping things with PBR materials isn't as easy at least in my eyes. Are the old matcaps still somewhere, or have they been removed completely? Also, is there any way to make my own matcap materials? When I press the "new" button it automatically creates a PBR material.

  3. Is there any way to decimate the polycount of all objects in the scene instead of doing it seperately for each object? My current very mechanical model has over 30 objects in it and the triangle count is getting over 10 million causing a lot of lag especially when rendering. There has to be a powerful way to optimize things without doing it one at a time for each object.

  4. Ah, I should have replied after watching the videos. I was just confused because my older project made in older version didn't want to show SSS through the vertex painting for some reason.


    Now I only have one problem. When I bake ambient occlusion or curvature maps and set them to multiply/modulate/any blend setting, they cover the shaders I've set on materials in sculpt room. By that I mean, the ambient occlusion covers their specularity/reflections/glossing unrealistically making the mesh just really dark. Curvature map shows itself as just black and white texture and doesn't change its blending, covering the entire shader.

  5. On 11.7.2016 at 4:58 AM, AbnRanger said:

    [Long informative post]



    I might have worded my post badly. Also sorry for late reply.


    I was trying to ask if I could vertex paint on top of a sculpture and still keep the Skin (pseudo-subsurface scattering) material's effects visible on it. When I paint any color on the mesh, it just covers the SSS effects completely so I can't really create any unique texture on the mesh.

  6. So I opened a sculpt I made in 4.6 into 4.7 and found out that the materials I chose in Sculpt room Shaders list don't show through the paint layers I've painted on the object. Is this normal? Or am I missing something? In 4.6 I used the Sculpt Shaders even in rendering with okay results and I've never really used PBRs that much, especially because there aren't any SSS shaders in there.

    I did read the new help messages that popped up but they didn't mention anything about paint layers and shaders. I've also put every layer's metalness and depth to 0 just in case even though I never painted any of that on the model. I only painted color and applied AO/cavity map on it.

  7. This has been kinda bugging me lately. 3D Coat doesn't seem to save lighting angle, brightness or chosen environment map settings for each project individually. I've been working on three different sculpts this weekend and it's pain going back to re-render an earlier project just to find the lighting settings changed. Let's be honest, 3D Coat's rendering isn't the greatest. It needs a lot of fine tuning of those few settings to get things to look good. I worked on a rather dark character today, then went back to a brighter character and wondered how washed our everything looked until I realized that the ambient light amount, overall brightness etc. were still the same as my last project's.

    Can a brother agree with me? Or am I just missing some obvious tickbox that'll fix this issue?

  8. Is it possible to export the voxel mesh into an external software like 3DS Max along with the painted texture? I'd want to render my mesh in 3DS Max but retopoing it can become quite a hassle. Just wondering if I can still render it without retopoing, baking, etc.


    EDIT: Ugh, I'm so impatient with my posts sometimes. Instantly found a Youtube video that explains the whole thing. Didn't know the paint layers were/became vertex colors!

    • Like 1
  9. Hi,


    I'm sculpting a character with raggedy clothes for my game. I'm wondering if it's possible to bake the raggedy parts so that it generates an alpha map for them? For example, I would model a simple cylindrical mesh for a skirt with holes/hanging parts in it and it would project those holes as an alpha as a seperate texture or as an alpha channel.

    • Like 1
  10. Nice! I'd suggest tightening the edges of pretty much everywhere in the clothing, especially the bandages on his legs. They look a bit too smooth and blobby to be belivable. Just brush along the edges with the pinch tool and you'll see what I mean. Also try using the Chisel tool on the bone armpieces to make them look more worn and less plasticy. But so far your work is very promising!

  11. Retopoing my character made me really wish for a way to shift a cluster of vertexes smoothly over the object to conform them more to the character's muscles and such. Autopo usually does very little to keep the vertexes on the object's "flow", so they must be moved manually. A smooth selection would be a lifesaver in those cases.

  12. It definitely supports asymmetric posing. What're all those other volumes in the scene? If you're able to share your scene I imagine someone will be able to help out


    Sorry for a very late response. The volumes were just different parts of the model. Head, hat, body etc. I used "through all volumes" for the posing tool so it affected all of them. I actually managed to get it working, but the bad thing is that I don't remember how anymore.

  13. Oh, I didn't really think about that. Maybe I'll try exporting the mesh into 3DS Max for tweaking. And by that color thing I meant that if I make a one-sided surface on the collar (because giving it depth and making it two-sided would be a pain), 3D Coat would of course only bake one side of the collar into texture. Eh, whatever :D

  14. I'm pretty new at the retopo business, so I was wondering how do people retopo thin surfaces like collars and other thin pieces of clothing. What would be the best way to achieve 2-sided but still very thin polygon geometry? To my experience this has been very hard to do manually in 3D Coat. I had to make the surface one sided and extrude it in 3DS Max, something that I'd rather not do again since I lose the normal mapping and colors from the other side doing it like that.

  15. So I have this vox layer consisting of two objects. I did a simple very lowpoly retopo on it and unwrapped it as always. Everything should be as expected with the inward and outward scan depths and I made sure there's as little holes in it as possible. The occlusion range is the default 20 that's worked well so far for everything I've done.


    Still, when I press the final button to start the baking, I can only see the progress bar for one second until it finishes and comes up with nothing. The retopo object is transferred into objects and ready for painting but there isn't any normalmaps and the occlusion layer is pitch black. I've tried checking different options in the menu where you choose subdivisions and resolution etc, but they change nothing. Disabling occlusion baking won't paint the object black, but I still won't get any normalmaps.


    I've attached a picture of my current scene. Is it okay that there are holes in my object? I want to keep the waistcloth hollow like that and holes in the sleeves/torso area because they are hid by the character wearing them. It feels like I've missed something vital, but I have no idea what it is.


    EDIT: SOLVED ALREADY. The problem was that I had accidentally checked the "use names correspondence for baking" and it was causing this problem. Thread can now be removed.


  16. Hello,


    I'm wondering if 3D Coat has any tool which would let me wrap a depth texture around the voxel mesh and sculpt it right on the mesh. I mean like a checkerboard texture wrapped on a shirt that I could turn into depth giving it a tiled look. Doing this with just brushes would be a pain considering that I have to rotate the mesh and the brush's alpha constantly and doing it by hand would ultimately become really messy.


    I hope you understood what I'm after, and there's a solution of some kind in the software.

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