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Silas Merlin

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Everything posted by Silas Merlin

  1. they should. they used to. if they don't I'd say it's a bug. However, I think it would be useful to have a new tool similar to add/split that would be immune to auto snap, and that would not merge vertices (which add/split does). The purpose of this new tool would be to help fix snapping errors easily.
  2. Quand vous travaillez avec les voxels vous ne vous préoccupez pas des arrêtes et des points, seulement du volume lui même. Dans ce cas les arrêtes et points n'ont pas d'importance car tout le maillage est temporaire. Il ne sert qu'à visualiser le volume que vous sculptez. En mode surface, dans le même espace sculpt, là vous pouvez vous préoccuper des arrêtes et des points, mais seul Move et Pose vous permettent réellement de les controler avec précision, à mon avis. Non, si vous voulez travailler sur les arrêtes et le points avec la même précision que dans les autres logiciels que vous citez, seuls l'espace retopo et modeling vous le permettent.
  3. (Le présentateur me fait penser à Che Guevarra) Je ne comprends pas bien pourquoi vous avec besoin de commencer par la retopo ? Il me semble que ça serait plus logique de créer cet object avec des voxels et de faire la retopo en dernier.
  4. Si je comprends bien vous voulez utiliser les outils de l'espace sculpt sur votre maillage retopo ? Si oui c'est plus ou moins possible, (sculpt room : geometry menu > retopo mesh -> sculpt mesh) mais il y aura triangulation du maillage et vous n'aurez accès qu'aux outils de mode surface, et les outils live clay détruiront votre maillage. cette opération n'a de sens que si vous vous contentez des outils Move et Pose, avec l'option "conform retopo mesh". cela vous permettra de bouger les vertices facilement. Pour en ajouter, il faut le faire dans l'espace retopo, puis remplacer la copie de l'espace sculpt par une nouvelle copie si nécéssaire. Il me semble donc plus judicieux d'oublier l'espace sculpt et de continuer dans l'espace retopo, où vous trouverez des outils d'édition puissants sans perdre les quads.
  5. Here is the downloadable model I mentioned. Good for testing automap when re-making the automap algorithm, imho. https://sketchfab.com/3d-models/angel-of-peace-for-ukraine-cb3bbb108e0d4d2f86e521e72d83025f
  6. When working with 3d scans, it is often not possible to stay below the recommended 50k triangles in the retopo room. Much of the work has to be done in the retopo room, vertex by vertex. I recently worked on a 1 million polygons mesh in the retopo room. The workaround I found to make this possible was to : -move a selected portion of geometry to a new retopo object layer -move the selected portion to a separate uv-set -hide all other geometry. This made it possible to work with almost acceptable lag, considering. When you have too many polygons in the retopo room, only uv-path tool can be used of the uv tools. Which is fine, really, but the problem is that unwrap preview stops working with high polycount. This means that it is necessary to unwrap periodically and then inspect closely each island, zooming in at the triangle level in the uv preview panel, to detect islands that need to be cut up further. then unwrap again, inspect, etc. also, as noted in my previous post, automap goes crazy at high polycount : in areas it will create one island per triangle. My question is : is it possible in future to make the retopo room capable of dealing with high polycounts without lag, and with all the tools working ?
  7. About automap again. Aside from the crown example, here is another one : A statue with a lot of folds in cloth and a high polycount (900k) 3d-Coat will create big complicated islands that follow the folds and intersect with themselves. Also, for some reason, in some areas it will create one island per triangle. Also, in this case, a separate island is placed over the big island, with overlaps. I have tried automap on this model both in 4.9 and 2022.07 with exactly the same result. I believe this model will eventually be available for download on a friend's account, so I think it can be used for testing and hopefully improve the automap feature.
  8. It feels wrong to give feedback given the current situation. However, since there has been a new build, I guess it is alright ? I tried to see what changes were made to the automapping method without success. What I found is that what seems to me to be the most problematic aspects are still there : -imagine a mesh of a statue with a crown on the head. All of one piece : automap will necessarily fail in that area where there are two distinct surfaces close by facing the same direction. There will be a large island with overlaps. sometimes 3d-coat will make separate islands for the part of the head that is directly behind the crown, but there will still be overlaps in the deepest corners. -after automap, if you edit an island manually, that is, if you add seams to cut it up further, when you unwrap that island, you are not given the choice to use the same unwrap method as the one automap uses. The method automap uses is able to unwrap complicated islands that no other available method can unwrap correctly. On another subject, namely quality of life, I think it would be good to add something to the layer blending panel : -right click on a value to reset to default in the layers panel, it would be good to be able to scroll through the color blending modes, as opposed to how it currently works : click on the scrolldown menu each time you want to try a different option. Same thing goes for the panoramas : the ability to scroll through them would be nice. (also, having the current one highlighted, and the panorama name visible).
  9. There is one problem with this : In the version of 3d-Coat you are using, sculpt layers are not enabled. What this means is that when you paint the sculpt model with a smart material, with depth enabled (blue ball), the displacement will be permanent the first time you fill the layer. If you fill a second time or more with the same or another smart material, this will be added to the displacement, not replaced.
  10. When you simplify, you remove functionalities. Blender's solution seems to be to hide functions within panels that are themselves hidden until you meet the right conditions and even then you need to find a tiny icon that is not obvious. To me that is a horrible solution. 3d-Coat also has a few tools in retopo room that are hidden from the left panel until you select the corresponding tool. To me that is a mistake. The solution of having tool-specific functions in the tool options panel like in the rest of 3d-coat is much better in my opinion. There was a time when tools and buttons were simply greyed out in a software's UI until the right conditions were met. That was an ideal solution to me. French translation is only partial and yes it makes it more difficult both for the user to learn and to teach them. But then again it is a choice for the user. maybe it would help a little bit if the english name of each tool was written at the top of hover tips ?
  11. - Grey out under modal dialogs is optional (Prefs->Theme), it does not shades the BG under color pickers. Thank you so much ! This was going to be the second most annoying thing for me in 3d-Coat (nothing can beat the annoyance of the right click menu in retopo room).
  12. Thank you for storing retopo island colors ! What does this do ? thre is no tooltip for this could the viewport NOT be grayed out when you do this ? what is the last item in the changelog "fixed the "tiring problem when you bake PBR shaders from sculpt>paint" ? Could there please be an option in preferences to disable the "graying out of the background to concentrate the attention on the dialog" ?
  13. I see a big problem with having fixed scene scale in preference : what if you have old projects with different scene scales ? opening them and saving will break them, yes ?
  14. Voxel copy tool does not copy volumetric painting.
  15. I noticed that it is not possible to paint depth on the voxels. I wonder if that would be useful or not. What would be useful, I think, would be the ability to move the painted voxels, whether with move tool/pose tool, or with other sculpting tools. (at present colours remains in place). Not that I can foresee what it would be used for. I think it would create new pathways in the mind. it would change the creative process. Open new doors.
  16. This is really awesome ! However : Is there a way to transfer colour from vertex painting to voxels ? Turning from surface to voxels the paint vanishes. and "bake colour from visible volumes" turns to surface. Also projector "fill layer with projection" turns to surface. I would like to transfer paint from vertex colour to this volumetric painting method, here is why : When editing 3d scans, colours are useful to keep track of what area you are working on. for example if you want to restore holes that were not captured by photogrammetry. Vertex colour gives good enough information, but it is much easier to work on voxels. when you turn to voxels, you have access to more powerful tools, but you lose colour currently. If we could transfer colour to volumetric painting.... wow !
  17. no new options, but painting on voxels will no longer turn your volume to surface/vertex painting : you can paint on voxels
  18. Beta tool "volumetric painting" is awesome ! Is there a way to transfer colour from vertex painting to voxels ? Turning from surface to voxels the paint vanishes. and "bake colour from visible volumes" turns to surface. Also projector "fill layer with projection" turns to surface. I would like to transfer paint from vertex colour to this volumetric painting method, here is why : When editing 3d scans, colours are useful to keep track of what area you are working on. for example if you want to restore holes that were not captured by photogrammetry. Vertex colour gives good enough information, but it is much easier to work on voxels. when you turn to voxels, you have access to more powerful tools, but you lose colour currently. If we could transfer colour to volumetric painting.... wow !
  19. someone with this build on win10 is indeed having a hotkey issue. with pose tool, holding down LMB on an arrow of the gizmo, hitting Space Bar brings up the quick access instead of the box to enter a numerical value. (I am unable to reproduce on my machine).
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