Jump to content
3DCoat Forums


  • Content count

  • Joined

  • Last visited

Everything posted by guats

  1. Hey Gang, Just wondering if anyone knows a way to fill only 1 UV island at a time in the 3D Viewport with freeze or just colour? Would save me a lot of time instead of hunting down the island in the Texture Editor. The program got into a weird state the other day and was doing this, and I'm unsure if it just bugged out or I found it by accident. Cheers
  2. Hey gang! Just thought I'd let the Devs know that on the latest version of 3DC (4.8.25 GL64) the transparency issues are still cropping up. This gif shows a fresh layer having a smart material painted under another layer of thin dark lines. The layer above is somehow affected? The dark lines turn blue. It may help to know that the previous material I used was not a material as such but just bright blue with the spec/gloss and normal selectors turned off. I guess it remembers that previous blue colour and places it in transparency of the layer above. I look forward to this getting fixed. Thanks again for your time.
  3. Hi there amigo's, So I am have this issue... https://gfycat.com/imaginaryeuphoricjay So it's at the very least the 'Closed Spline' and 'Vertex Lasso' tools that won't allow me to fill this particular UV island at the back of this bit of geo. IIt's happening on othe rparts also, and seems to be where the angle of the camera in relation to the surface can affect this. If I rotate to another point of view/angle sometimes I can fill. Sometimes not though also. Thanks for reading
  4. Hi there, Something I find can cause delays in production when in the paint room are as follows: 1. When I have a smart material selected and then I need to use the 'Hide poly tool' the smart material becomes deselected. I would really appreciate it if the smart material would stay active after switching from this or other tools. Is there an option for this? 2. After the previous situation occurs I also get a reset on the depth setting for my selected tool. This is very annoying and can cause me to backtrack a lot as sometimes you don't notice if the depth is in a negative or positive value (I often use negative values in my workflow on brushes) Also is this a setting I can change to keep the brushes settings after switching between tools/materials? Thanks again for all your hard work
  5. Hey there, I am hitting a wall with the split tool whilst trying to split any voxel object in the sculpt room.Please watch the gif below. Any idea why it cuts off the split halfway through the process? Thanks
  6. I seem to be able to cut right through on a simple voxel sphere when depth limit is set at 100% but when i go back to a custom voxel object I still get some odd results.
  7. This also can be seen in photoshop when I turn this blue layer off. The blue actually exists in the feathered areas on each layer where the brushes faded transparent edges are. It seems to be inheriting (in this case) the colour from the layer underneath.
  8. Okay unfortunately yes this issue is still occurring.
  9. This option doesn't exist in 4.8.32, I noticed mostly hidden at the top of your screenshot that there's a new version It's on by default for me in 4.8.37 so I'll test and get back to you about whether this is happening or not still. Cheers
  10. Heya again, Just letting you all know that these issues are still persisting. This is on version 4.8.32 and it's at the edges of the brush I'm using where the feathering is. I have my background colour and forgeround colour set to 255 red and for some reason it is feathering to 255 green, which I'm using on another layer. This seems significant to me and suggests that it is some kind of hangover from a previous colour that has been used. I hope this helps bring this into focus a bit more. Good luck with it. Thanks again Guats
  11. Hey there again, So I'm venturing into the realm of trying to create smooth sculpted meshes which is territory I haven't spent much time in. I'm doing fairly well, but I really wanted to use the splines to do some pinching and beveling and other functions. I've linked a gfycat vid to show how the projection doesn't sit where I would expect on my mesh. I hope it's obvious in the vid. That example is one of the better ones too. In another case the results were much further off the mark. Am I using the tool incorrectly? Does anyone have a vid showing the correct use? Thanks so much again https://gfycat.com/SpectacularFrailJoey
  12. Hey sorry to be a pain, but I can't see anything about 'new curves' in preferences. Are we talking in the Edit>Preferences bit?
  13. Okay thanks again Carlosan. Appreciate it. Will send the email now.
  14. Hey thanks man, I tried this, but same issue as before. I will note this for future issues though, because it could help me down the line I reckon.
  15. Okay just tried that. Eported as 3B from the layer and then went to File>Import Mesh for Voxelisation Same result, same issue
  16. I'm not sure what 'correct' means? But here's what I got when I checked it. When I exported this back to Maya to retopo it came in at the correct size if that helps.
  17. Okay so a fresh Voxel Sphere in a new scene seems to work fine. But same result if I go back to the mesh I was working on. The Global Space setting on the layer didn't stop this issue from happening as you can see in this GIF below https://gfycat.com/BreakableFatalIndianpalmsquirrel
  18. Just going to bump this...
  19. Hey amigo's, This has been a previous thread (someone else's) that stopped being responded to, so thought I'd start a new one. Is this possible now? The old thread was from 2009, so wondering if there's been an implementation of this yet? Thanks in advance.
  20. guats

    Reference Object in voxel room

    Okay thanks a lot guys! These have all been useful. Much appreciated. Just one more question If I wanted to lock the reference model (lock layers), is there a way to do that?
  21. Same thing is happening in 4.8.25 also.
  22. Oh yeah I'm using 4.8.32
  23. Hey thanks for your reply. These are both the same issue. Attach doesn't help with this I'm afraid. It's just not doing what it is supposed to I'm fairly sure. The second vid is just that, increased depth to show the issue but more intense. Still stumped, would appreciate a solution, this is holding up my work. Thanks again