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Silas Merlin

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  1. here is a video demonstration of what I was explaining in the previous post.
  2. I wonder, would it be useful to have in the bottom bar an estimation of the surface of the current volume in square meters ? This way, I think maybe we could make parts that will have roughly the same pixel size after retopo and unwrap ?
  3. Sorry I find this so late. Assuming this is in Sculpt room : In a case like this and to answer most of the questions, I think, use transform tool and look closely at the tool options panel : click : To center mass click : To main axis (This will have 3d Coat "guess" what the orientation of the model is.) Then, in the position fields, you can type 0 for each of the axis to get the model centered on the origin of the scene. Then, I am afraid you will still need to rotate by hand if the model is not aligned to the grid. I guess, to check if you did it correctly, you could click on "Reset axis", and "To main axis" one after the other to see if they are both the same. If you want the object to rest on the ground plane rather than be centered on it, you can right click the volume and do "Snap to ground" Now, assuming the object is in paint room : -Go to retopo room -Mesh menu : take mesh from paint room -Go to sculpt room -Geometry menu : "Retopo mesh > Sculpt mesh" -select transform tool -check the box "conform retopo mesh" at top left of screen (now, do all the steps in the previous section to align the mesh, this will align both the copy in sculpt room and retopo room) -When you are finished aligning, hide or delete the sculpt copy -go back to retopo room -Bake menu : "update paint mesh with retopo" --- When importing a lowpoly I think it makes more sense to import it in the retopo room first to see if changes need to be made before painting. Then you can take a copy to sculpt room if needed. and when you are done you go back to retopo room, and in the bake menu you choose "retopo->Per Pixel (no baking), unless you created a high poly version in sculpt room either by subdividing or by voxelizing and then adding sculpted detail, in which case you would bake with normal map. If the lowpoly has textures, on the other hand, you would still import it in paint room first, load all the textures except the normal map. If you don't have a displacement map, import the albedo/diffuse as a displacement map. After you have done all this, save your work as a .3b file. Now, in the bake menu, do "take subdivided paint mesh to sculpt room" The tool will calculate the required resolution to hold all the pixels on vertices. This might be too high, depending on your hardware, but it should work. (if it does not, go back to your saved copy and lower the desired number of vertices when doing the operation) Now, you have a high poly version of your model in the sculpt room with all the paint information delete the paint object. re-import the model in the retopo room. Now you could align the model as described at the start of this post. Then you can do al the changes you need to make to the sculpt mesh and retopo mesh before you "bake with normal map" from the retopo room.
  4. 2022-32 Fill tool still produces freeze (have to use task manager to close 3d-Coat) Steps to reproduce : -Fill volume with color -go to sculpt room : Right Click in sculptree > extrude -go back to paint room. Try to fill again - nothing happens -take brush and try to paint : Freeze
  5. Fill tool followed by paint brush seems to cause 3dCoat to become unstable. Textures>adjust>Smooth all does seem to work, but any subsequent sculpting will cancel the smoothing.
  6. @Andrew ShpaginDo you check this thread for problems/suggestion ? Volumetic painting is very, very exciting already. Apart from all the little things that don't work, the main thing missing is either the ability to paint deeply into the volume in the paint room, or the ability to choose color/rough/metal for new voxels created in sculpt room. Once one of those two is possible, I believe the feature will already be very useable for new ways of sculpting. Imagine scraping voxels to reveal different materials. There is a pastel artist, Jean-Pierre Le Bozec, who had developed a peculiar technique : He would fill his board with one color, fix it, then cover again and again with new layers of colors, filling the whole board each time, ending with black. Then he would start scraping into the layers to "reveal" his subject. Think also of the sgraffito technique, and Caméo as well ! EDIT : Ok I had completely overlooked the "slice" option, also I think using right click/extrude it must be possible to paint layers upon layers. But, it's a bit awkward, isn't it ?
  7. When clicking on "Create space with identical density and transformation", both the original layer and the new layer are selected. This is annoying/confusing. I think it would be better to have only the new layer selected. ---- "Merge subtree" does not seem to work consistently with a hotkey. It works fine when doing right click > merge sub tree, but not every time when using a defined hotkey. ---- I think it would be interesting to also have these tools for sculpt volumes : -Merge up -Merge down -----
  8. I think there probably needs to be a way to lock sculpt volumes in paint room the way you can lock paint objects. Ghosting does not work with rectangle stroke mode : ghosted volumes still get painted.
  9. Yes, I am sorry, what I meant is that there is no preset selection, no saving of preset.... Which means you have to construct the textures every time you export in gltf, which is very painful.
  10. GLTF export does not have export constructor and presets ?! That is painful
  11. I have noticed that in userprefs/stencils folder, a .json file gets created for each stencil. When opening the file, it seems to store scale and things like that. However, when clicking on such a stencil in a new project, nothing seems to be recalled (scale, tiling, locking, etc...) My questions are : What is the purpose of the .json file ? Could it be made to store parameters for a stencil so as to recall them later in a new project ? Thank you.
  12. In Sculpt room, with "conform retopo mesh", the retopo mesh is quasi invisible to me. Is there a way to make it more visible ? I did not find an option. Also, would it be possible to make the edges of the retopo mesh thicker ? Thanks.
  13. Please make it so that when you "fill layer with projection", the voxels inside the volume are painted too. Also, it would be very useful to have a checkbox for "ignore back faces" when filling layer with projection. In this case, the voxels could be painted, maybe half-way into the volume ?
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