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Silas Merlin

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Everything posted by Silas Merlin

  1. Always save incrementally (CTRL+SHIFT+S) throughout the project. (Do this every time you are going to perform an action that you think might cause an issue or a crash, based on your past experience with 3dc) Do not delete the incremental saves until the end or until you have taken the time to check if everything is in order. Do not delete the next-to-last incremental save until you have checked that you can reopen the last one.
  2. Yes and no. That is : -your layer is corrupted -you export maps with Fire > export objects and textues - > the corruption appears on the maps, yes, but they are not "corrupt", only the layer is. This means that when you import the maps and merge them to a single layer, the new layer won't be corrupt. do you follow ? Yes, it will show the corruption, but now you will be able to erase it and paint over flawlessly, because the new layer is pristine.
  3. The issue on my end is that I am not seeing any corruption... I forgot to ask what build are you on ? 4.9.68 here. When I open the file everything is just fine except for layer 0 being partly erased (it probably happened when you were trying to fix your issue) Untitled.mp4 I really wanted to see the corrupted layer, but anyway, here is my suggestion to fix it on your end while keeping the painting : -hide all other layers including layer 0 -export color+alpha, normal map, roughness, metal -delete corrupted layer -import the maps you exported and merge them into a single layer.
  4. could you fill Layer 0 (green ball only) with this color and see if the problem persists ?
  5. Would it be possible for you to create a file stripped of everything else that you could share, with the corrupted layer in it ? For example you could delete most of the geometry in the retopo room and update the paint mesh. then delete everything you have in the sculpt room, in the retopo room, and other paint layers you have. I don't think it would be a problem sharing such a file ?
  6. root layer used to be very useful: after baking you could simply hide root and go to paint room. Now that doesn't work. going to paint room makes it visible. So yes, I agree, it doesn't serve any purpose anymore.
  7. This never had any effect for me. I always figured I was missing something, and I thought, oh well, nevermind. Now all of a sudden it works, but ONLY if I disable this box : Shouldn't it work regardless ?
  8. -drag the retopo layer to the retopo models panel -in retopo menu do > Clear mesh -click on the model in the retopo models panel and apply without snapping. -export again -report back here EDIT : Had it been an FBX export, I would have said : check, and double check the file name and the whole file path (name of folders) for non standard characters (like é ô ù, etc...) Also, with this retopo that you can't export, can you bake it to paint room ? (I think you will crash)
  9. I often find myself using almost solid color roughness and metalness maps straight out of 3Coat because it's convenient (I'm lazy?), when these could be resized to 128x128 or even 4x4 pixels. The trouble is, if I understand correctly, once converted and loaded into a graphic card, a 2048x2048 texture will take up just as much VRAM whether it is crammed with data or if it's a solid color. Therefore, my request is to be able either at export or from the textures menu to set a texture size not just by UV-Set, but also by texture. A related issue is this : what if I have a character that requires an alpha channel on the diffuse only for its eyelashes ? The way 3dCoat works, I have to first export everything without alpha, and then export everything with alpha, and then sort out the textures I really need. It would make things more convenient if you could export uv-sets with different presets. Thanks for reading and I hope these changes will be taken into consideration.
  10. using primitives like is shown in the recent lion with snake video is not attractive to me. Notice it means dealing with the dreaded gizmo, too. What I would really like and use would be a means to add vertices and thus draw polygons "in the air". What is so frustrating to me is that the means to do so is in fact implemented ("on plane" mode in retopo room), but so badly that it can't be used at all, or, at least, I need to be shown how it works because no matter how much I try, I can't figure it out. (It requires using RMB, which is also used by all the retopo tools...)
  11. Click on the Camera menu at top right of screen > customize navigation then create an entry something like this :
  12. щасливого Різдва to the devs ! (hope that's the correct phrase)
  13. Try this : Disable "separate paint objects" in the curvature dialogue. If you do have several objects, leave it ticked on, but hide the paint objects and make the high polys visible instead for the curvature calculation.
  14. Would it please be possible to make it so that when you drag and drop stencils, alphas, or strips in their respective panel, existing files with the same name do not get overwritten ? a string _001, _002, etc could be appended, surely ? Also, would it be possible to drag and drop a paint layer into one of those panels instead of having to export first ? This would make alpha creation much easier and faster. Anything that requires export/import seems like a waste of time.
  15. For me it's not just autosave though. Save is being very slow in general. Even after reverting to an earlier build. I suspect maybe it could be a windows update causing this ? Or another software I have running, maybe ?
  16. I"d like to know if this happens for other people because I think otherwise I have a problem on my side : any save takes longer than before. just a few seconds, usually, but still more than it used to
  17. Does anyone else here use import object on brush ? I have been having an issue lately, sometimes I would find myself unable to save a scene. there would be no real crash, but when autosave kicked in, 3d-Coat would just freeze, and it would keep spinning endlessly. In the task manager, it would say "not responding". It has been happening more and more often lately so I thought I'd revert to an older build that I know didn't have that issue. The thing is... I am still having the issue with the older build. So, I did some thinking and experimenting, and I believe I have found the issue, but I'd love to know if anyone else has encountered this, and it might be something else ? Anyway, I realized that this did not happen at all most of the time. I think it only happens when I have used import on brush. Part of the issue may be that I use an alpha with jitter to make the strokes more random. Here is what seems to be the problem : while brushing wildly, an object is sometimes imported very far in the distance. So far that it is not visible on screen. When this happens, 3d-coat either can't save the scene, or it just takes too long (I've always ended the process after a minute or two). I found it difficult to reproduce the issue in a way that the issue can be shown. In the following screenshot I managed to spot a spec of geometry in the distance just before autosave kicked in and 3d-Coat froze. In this case the spec of geometry is not that far from the scene, but it was enough to cause the issue. Usually, the isolated piece of geometry will be much, much farther away. I believe that a solution to the issue could be to restrict the importation of an object on brush to an area of maybe 110% of the size of the current bounding box of the objects in the current layer ?
  18. Oh ! You know, often you will have colors on a vox layer that was never in surface mode, indicating that it has either stored vertex color or sculpt layer information Except... it was never in Surface mode, so maybe like me you always wonder what on earth is happening, what does it mean ? I realized just now why this happens. Is it a bug ? if you use a surface tool, or even the move tool (with or without voxelize immediately), this happens.
  19. Harmless but annoying bug(?), very confusing to new users : -Open 3dc with splash screen. -Choose voxel sculpting with a sphere or something -save the file -reopen the file -Go to paint room -open the paint objects panel : there will be an empty object bearing the file's name -go to uv room : you will see an empty, unnamed material was created along with the empty paint object
  20. Here is the reason I would want to do that : I am working with a large mesh that has one 8k texture and bits on several 4k textures. I need to unify the uv's -If I edit the uv's in uv room and apply uv set, 3dc will fail to update the paint layers and the result will be all scrambled. -If I edit the uv's in retopo room and update paint mesh with retopo, the paint layers will also be scrambled. -If I edit the uv's in reetopo room and export the result, then use the texture baking tool, there will be baking errors (The tool works fine for simple objects, but for some reason it fails on real cases) So, my remaining option that I know will work for sure is to store the colors as vertex color on a high poly. The trouble is that I am unable to generate a copy of the mesh with 64 million vertices or more outside of the 3dCoat sculpt room. (Blender crashes) The imported mesh needs to have the desired number of vertices before it is imported, because if you subdivide at import, no color will be baked to the imported mesh from the textures. My latest idea was to resample an unpainted copy of the mesh in the sculpt room to have the number of vertices I need, and then bake the color from the paint mesh by making it visible in the sculpt room and using the "bake color from visible volumes" tool. It doesn't work. I also discovered that the paint room tool > bake menu > paint mesh to sculpt mesh with (or without) subdivision does not bake color !
  21. In view menu you can "show low poly in sculpt room". Yet, when you "bake color from visible objects"... it does not bake color from the visible low poly paint object. Why is that ?
  22. you know, actually, when you get that error message cannot save .jpg, if you save a second time (CTRL+S), it will save the thumbnail this time
  23. 3d Coat can indeed overwrite the preview image. Do this : -save a file -Save incrementally (ctrl+shift+s) -close file -reopen original (the file saved in step 1) -Save incrementally >> both the .3b file and the .jpg are overwritten without a warning message, nor an error.
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