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Posts posted by guats
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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
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4 hours ago, polynut said:
I also had strange issues with this tool recently, it's seem to give random results and i now use voxel hide with objectify hiden and it is pretty stable and work as intended.
I will try this! Sounds good
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8 hours ago, digman said:
Not sure what is happening as on my end 100% cuts through.
I would normally turn off limit depth for object I wish to cut all the way through but I did test with limiter set to 100% some though not extensively.
Yeah it seems to hate my objects
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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.
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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
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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
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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
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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?
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19 hours ago, Carlosan said:
Your issue was reported to dev tem.
Meantime please send the file *.3b and report of this issue at
support@3dcoat.com
To take a look
Thx
Okay thanks again Carlosan. Appreciate it. Will send the email now.
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20 hours ago, stusutcliffe said:
Here is a quicky, I sometimes get a pose tool bug and I have fixed it by merely moving the bugged object up the ' y' axis. Ya never know could be that simple.
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.
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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
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Just going to bump this...
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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?
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Same thing is happening in 4.8.25 also.
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Oh yeah I'm using 4.8.32
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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
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Okay so another more extreme example to help show this also...
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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
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I meant can you import one into the sculpt room, because that doesn't seem to work. You can import reference mesh but it goes to the paint room once you do this. Then if you go back to sculpt, it disappears.
Any ideas?
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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.
Fill issues with cetain tools...
in General 3DCoat
Posted
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