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Silas Merlin

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Everything posted by Silas Merlin

  1. What about the Thickening of surface objects when you attempt to bake with normal map from the retopo room ? Is that supposed to be a feature or is it a known bug ? Is it fixed in the next release ? And is "click gizmo + hit space bar" going to be the only way to rotate with transform tool from now on ?
  2. Will sculpt layers eventually work with live clay tools ? Also will there be an icon or something to indicate when a layer contains sculpt information as opposed to just regular painting information ?
  3. Create a new action. (for example use sphere tool and draw a stroke in the empty layer). Then, UNDO twice : Object layer A is back (It is the same for many things in 3d Coat, when you can't undo, try this)
  4. Scratch that 4.8.23SL (GL64) on WIN10 still thickens and explodes the sculpt mesh if it is in surface mode at baking time
  5. Now that we can paint depth with vertex painting, it is really awesome. It does not make sense to paint on the lowpoly anymore.
  6. Yes, that's what I do, and tuck it in a corner of the screen, out of sight, but often after restart it comes back to the middle of the screen
  7. Smart material preview is so annoying, I try to minimize it and put it out of sight, but often it pops back in in the middle of the screen whenever I pick up a new smart material. Maybe there is a way to disable it completely that I am not aware of ?
  8. Problem is, if it is not a sphere, the thickness shatters the mesh outwards in areas with detail.
  9. I guess I just need to add RAM then. On one load attempt 3dc said "out of memory", and suggested increasing pagefile, which I did. Funny though, I don't run into this problem with files created in 4.8.18
  10. Anyone else running into problems loading huge .3b files saved with 4.8.22 on Win10 ? (500MB to 1.5GB in my case). Those files created in 4.8.22 don't load in 4.8.18 either.
  11. It is quite useful to be able to swap faces between "retopo objects" and "uv-sets". For example it is difficult to work with the Add/split tool when there is geometry in the background, in your line of sight. Apart from switching to another tool, the only solution is to move part of your retopo mesh to a new retopo object, so that you can hide the rest. It also allows you to use the split ring tool on part of your mesh without affecting everything. Swapping between uv-sets helps in the unwrapping process. I mean, I am not sure what there is to fix, it is all quite useful. Maybe the problem is that it is not obvious at first sight which uv-set you are working on.
  12. It's the same retopo object yes, but you probably have two "materials", or "uv-set", however you call it. check the dropdown menu top left of the screen. To fix it, at the bottom of the retopo object box, click on the little grid icon "select all faces in this layer", then go to the top left of the screen, near the dropdown menu I mentioned, and click on "move selected", then choose one uv-set. After that, go to the dropdown menu again and click on "remove unused uv-sets". This should fix your problem. Sorry I did not notice you were quite familiar with 3d-Coat. you have probably checked all this. Please forgive me, maybe you have really stumbled on a new bug.
  13. I am encountering this new bug with 4.8.22 on Windows 10 : When I try to "bake with normal map" from the retopo room, if the high poly happens to be in surface mode, it gets automatically thickened (with the default value of 0.04 I think), between the time you close the ambient occlusion window and the time the import window pops up. To reproduce : high poly in surface mode retopo room with retopo mesh > bake with normal map. It might not be a problem in some cases, but the fact is that it makes some meshes explode. Here is an example snapshot with a test mesh. mesh density is much higher in those areas, that is why "thicken" exploded it.
  14. Thank you Tony, I will do that as a workaround. That said, I think it is just that, a workaround, because it is often useful to see the high poly in paint room, for example when you want to do vertex painting, It doesn't make sense to have to go to the menu for that.
  15. Oh wow, me too ! But... one thing remains : when you hide all vox layers in the sculpt room by hiding only the root, if you the switch to the paint room, the root is turned visible again (showing all the layers you didn't manually hide). :/
  16. With 4.8.20 and 4.8.21 on Win10, if my vox layers are hidden and I go to the Paint room, they become visible. It is quite annoying, is there an option somewhere to fix it ? //edit Solved on version 4.8.23
  17. Oh cool, thanks, the tool tips Andrew posted there might help. I have a hard time with the gizmo too, Stsutcliffe. I often misclick. It is a problem because CtrlZ does not always work with transform, especially if you are using "conform retopo mesh". Undo will undo on the retopo but not the sculpt or vice versa. Another problem under the same conditions : Snap to ground moves sculpt mesh but retopo mesh doesn't follow.
  18. Sorry if this was discussed before, I haven't looked here in a while. What happened to scale and rotation by number ? I checked 4.8.19 and it is missing there too
  19. On the main download page it does say 4.8.20 but no release notes. https://3dcoat.com/download/
  20. @tokikake Use the "cap tool" to find holes. There is no "remove doubles", or "merge vertices" command, so, one by one, use the add/split tool to select vertices (don't move the mouse) and release. This will merge vertices. go back and forth between cap tool and split tool until you have merged all.
  21. @tokikake maybe use split ring tool first, to create the edges, then switch to add/split tool.
  22. Both, actually. With the brush tool I rearrange the vertices of the instant mesh so that they are where I need them.
  23. When instant meshes was implemented I remember someone complained here why implement something that is inferior. Well, I love it, I have been using it extensively, but not as an end result. What I do is first use it to produce a mesh with much more polygons than my target. In the retopo room I arrange it a bit with the brush tool, and then bring it to the paint room directly. I go back to the retopo room, delete the mesh from there, hide my voxel layers, turn on wireframe, turn on "snap to low poly vertices", and then I start building my final mesh on top with the help of the instant mesh vertices.
  24. Yes, I had never noticed that "through all volumes" checkbox. I guess I either checked it by mistake, or this new release came with it checked by default.
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