Fletcher Kinnear

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  1. There's still a pretty annoying bug where exporting an object to 3D coat resets the "Use Z up coordinate system" setting in 3D coat and there's absolutely no way to change/fix this. If I manually import an object while Z-up is enabled in 3dc it imports fine, but if I use Applink it resets it every single time so the object comes in with the wrong orientation.
  2. Hello 3D coat dev team! I'd like to suggest a feature that would be vital to the 3D workflow. It would be invaluable if we could have preserved subdivision levels for surface objects like in Zbrush and Mudbox. The principal is that a surface object could be subdivided and manipulated at any level or resolution and whatever sculpted details or geometry shifting is made would be applied to every subdivision level including the lowest one. As it stands now, we are able to subdivide a surface object, but not return to the original version of the object. Once you subdivide in 3D coat, there's no going back to what you had. It would be useful to be able to manipulate a low-poly and high-poly version of the same object on the fly. Obviously this could not apply to a Voxel object, but it would be highly useful to be able to do this to surface objects. I've posted a potential example of how it could be integrated into the UI and a basic illustration of the concept below. Thank you for your consideration -Fletcher.
  3. Hello 3D Coat Dev Team! I'd like to request a somewhat simple feature to add to the Curves tool in the Sculpt Room. As it stands now when using the curves tool it's typically easier to import the spline as a single voxel object. You can import as a surface, but it usually takes a lot of computing power, it welds all tangent points where the geometry crashes together, and it brings the whole thing in as a single object. I propose you offer a feature that allows you to import each individual piece of geometry (such as a link in a chain) as a separate instance (much the way you are able to when importing a regular object into the scene) This would be invaluable because many times I have a belt, or strap model that I have important that is comprised of many different pieces that I want to stay separate, but I want them all to universally conform to a spline curve as a single object. Thank you for your consideration. -Fletcher
  4. So I have a problem. I have a character that I'm trying to import into 3D coat and he has a lot of objects. For some reason when I import the objects as surfaces to seperate instances, the object density is incredibly high and 3D coat starts to lag badly. Is this a bug or am I doing something wrong? Is there a better way to import multiple objects? Need help with this ASAP
  5. That's not the same. It takes the high-poly and reduces it down. It does not restore it from a preserved low-poly mesh, which is what I think people are getting at here. It's a feature in Zbrush and Mudbox and a few others I think and would be an invaluable addition to 3DC. You would have to keep an object in surface mode for it to work, but being able to step up or down different subdivision levels means you can start with a low-poly base mesh and not have to retopologize at the end of your sculpting.
  6. I would love for a subdivision levels feature! Right now it's the only thing really keeping me from using 3d coat exclusively. Using the surface mode you can subdivide the mesh in a fashion similar to 3ds Max meshsmooth or Zbrush subdivision, but you cannot step down to a lower polycount or toggle between a higher and a lower subdivision state. This can be an absolutely crucial feature in some workflows and right now I'm having to go through Mudbox of all things to do that. It would also be great if they could somehow create a tool similar to Zremesher but that's more of a far-flung dream atm. Anyway, yes PLEASE GIVE US SUBDIVISION LEVELS THAT WE CAN STEP UP OR DOWN FROM! Also a similar tool is having a reference mesh linked to an editing mesh. Where you can basically "mask" and unmask whatever changes you make to the mesh and by "masking" your changes you go back to how the original mesh looked while keeping your current changes in other parts of the mesh. Mudbox is able to implement this feature and it's actually quite useful. It's similar to erasing certain areas in paint layers, but for 3d models.
  7. So I thought about this the other day. In zbrush when people typically reach a certain poly count (usually in the millions) it seems that zbrush automatically displays a reduced version of all other sub objects in the layer hierarchy. Especially when navigating and sculpting. I'm assuming this is to boost performance, as the program isn't rendering unnecessary parts that aren't being directly influenced. 3D coat has this feature for the same purpose, but you have to manually turn it on and it takes a second to apply. I'm not sure if this is true for everyone, but for me speed and performance is everything in my workflow. Sluggish framerates and slow response times can make me feel like things are dragging along instead of getting made. I'm not sure if there are any plans to implement some kind of auto caching feature, but it could possibly be a nice touch. Just putting this out there.