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DanielWaterhorse

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Everything posted by DanielWaterhorse

  1. Thanks! At first I tried your method but with file type Tiff, and had the same issue. But then I switched it over to EXR and it looks fine in ZBrush now. I avoided that file type before because I was unfamiliar with it, but I guess that's what I needed.
  2. With Layers->export->depth, zero level as grey. Settings for the layer itself are all the defaults. Generally save it as png, but also tried tif, with no noticeable difference
  3. Hello all! To be honest, I don't know if this is really a 3DCoat question or a ZBrush question, but I imagine there are many folks here that use them both together. Also ZBrush's forums are always weirdly inactive, while the folks on this forum are always super helpful I'm trying to create a depth map for the details in a pair of pants. The UVs, color, and depth are all being done in 3DCoat before exporting back to ZBrush. However, in areas where I've used the smooth brush on the depth map, it looks pretty good in 3DCoat, but in ZBrush I get a terrible gradient when applying the depth map, as shown in the image below. On the left is what it looks like in 3D coat while I'm working with it, on the right is that same object with color/depth imported into ZBrush. I've fiddled around with various settings in both programs but have not been able to get rid of that jagged gradient in ZBrush. I feel maybe the range of values used for height is getting compressed down but I don't know if that is the case, or how to change it. I find the smooth brush indispensable for getting the details right, so I can't just do away with that. Does anyone think they might have a solution for this issue? I'd appreciate any help! Thanks for taking the time to read. Sincerely, Daniel Waterhorse
  4. That seems like exactly what I am looking for. I'll give it a try when I get home. Thanks for the helpful reply! And I like the added screenshot to show that it works. Very thoughtful.
  5. Hello everyone. I have been using 3D coat for texture and depth painting to export back into ZBrush. It mostly works great. I love being able to paint directly on an object, as opposed to the unwrapped texture. But there are two things I cannot figure out how to do, or if they can be done at all. I've google and searched the forums but was unable to find answers. 1. Is there a way to lock the camera? When I'm painting, especially if I have a thinner piece to work on, I frequently accidentally rotate the camera as a result of starting the click off of the model. This is especially problematic when I want to make a single stroke across the entire visible surface, even more so if the edges curve a bit. It's can be very frustrating. 2. Since there is no vertical lighting adjustment, I often cannot see the underside of the object I am painting very well. I tried some different environment backgrounds but the problem persists. Is there any way to get some lighting on the underside of my model while I paint?
  6. Ah. I guess I never hovered over the segments UI element long enough to realize there is a tool tip for it. I should keep that in mind from now on. Then again, I was experiencing several bugs at once, so I was a bit exasperated. In fact, in addition to not being able to deselect UV seams, I also found that I was not able to paint in the paint room to an object that already had UVs, until just opened it in an older version of 3D Coat and reopened it in the newest version, just like the deselection problem. 3D Coat has amazing features but man is it finicky.
  7. I kind of figured it out? When segments is set to "1" it marks 3 edges at a time (shown in the screenshot), but if it's set to "0" it marks one edge at a time. However, the segments UI element won't decrement from 1 to 0 by dragging, so I didn't realize it could even be set to zero at all. You can set it manually however. I also ran into another strange issue that I should perhaps make another thread for. I could not unmark seams at all, neither by clicking again with LMB as the tool tip says, or by using ctrl-LMB as the manual says. However, I opened the file in 4.7.06, where I could remove marks with ctrl-LMB. When I opened the file again in 4.7.24, it restored my ability to unmark seams this way. Not sure what to make of it.
  8. Hello all. I have a model I created in ZBrush, from which I made a "low poly" version (~60k faces) using ZRemesher followed by some manual editing in 3D Coat. I am using the latest stable version of 3D Coat, 4.7.24. Now I am trying to make UV seams on the low-poly mesh in 3D Coat so that I can texture it. I have it in the retopo room as a retopo object. I am trying to use the UV Mark Seams tool with the 'edges' selection, but even with with number of segments set to '1', I can mark, at minimum, 3 edges at a time, which automatically follow along the edge loops. Since this is my first time trying to make UV seams manually, perhaps this is intended for a reason I am unaware of. But there are points where I would like finer control if possible. Is this a bug, am I doing something wrong, or am I misunderstanding an aspect of creating seams that accounts for this 3 edge minimum selection? Thanks for taking the time to read my questions
  9. @ryivhnn Interesting. I am indeed using a tablet and will keep that in mind. @Carlosan and @AbnRanger.I am aware of the basic sculpting workflow, and have followed the pattern of roughing the shapes out in voxels, and then switching over to surface mode and using liveclay tools for the finer details. Actually, the reason the wireframe in the last image has different densities is because I attempted to use liveclay tools when I could not smooth the lumpy surface through normal surface tools. Also AbnRanger, that last picture is the same shot as the one above it, in wireframe mode. It's two objects on two layers: the face and a half-disk for the teeth. So after lots of fussing and experimenting. I found a couple things that might be helpful. Resampling the whole model at a slightly lower poly count than the current one seems to do a good job of smoothing the whole mesh without destroying as much detail as 'Smooth all'. However, it still doesn't give it that cartoony plastic sort of smooth I'm looking for. The surface still retains some lumps. What might be even better, is the reconstruct tool, which I tried on the lower lip with detail = 0.7 and the modification set to 'expand'. This seems to have worked better than anything else for smoothing out my hi poly model. I've attached a picture of the results. You can see the surface of the lower lip/chin is super smooth now, without all that cellulite-looking roughness.
  10. ell, I have been trying to sculpt at the lowest resolution I can, usually until the details starting showing up as rough/jagged/triangular. At that point I assumed subdividing would allow for a smoother surface, but often times the smoothing tool actually results in weird, lumpy aberrations. I do want to model from beginning to end in 3D coat, but I suppose I'm not sure what the best workflow is in terms of making good-looking hi-resolution models. My limited experience in modeling before 3D coat was with ZBrush, where I'd sculpt in dynamesh, use ZRemesher to auto retopo the mesh, and then subdivide and project details from the base mesh until I got something that balanced smoothness and detail. That would become my new base mesh. Could I somehow use a similar strategy with 3D-coat's autotop feature? I'd love to hear some strategies from folks who do modeling entirely in 3D coat. I've looked through a lot of tutorials but it seems that most people start with a base mesh from an external program, or don't show you how to get from a blob of voxels to a smooth high resolution model. Perhaps someone knows of some tutorial videos of that nature.
  11. Hi all! First time posting, and I am a newbie to 3D, so please be gentle. I am having a bit of trouble with the sculpting aspect of 3D Coat. For the most part, everything is great. But it seems like there is a certain sort of lumpiness that I cannot seem to get rid of. I've seen other users with this problem but have not found a solution that works for me. A good example is the attached image where I show the lower lip of a cartoon horse I am sculpting. It's sort of... well, lumpy. It's pretty high res, enough that I feel I should be able to smooth it out properly. Using the smooth tool seems to end up flattening out the lip without actually smoothing out the uneveness of the surface itself. The clean tool with reduce seems to help more than other things, but I still can't get it to be really smooth, and I also create a low res surface. I've also tried checking 'Accurate Smoothing' and 'Cuda smooth boost' but it doesn't seem to make a lot of difference. I've tried liveclay tools and remove stretching and tangent smooth and everything I can think of, but my problem persists. Any help on this issue would be greatly appreciated. I really want my high res models to look good as I'd like to ultimately 3D print them, but I can't seem to figure out how to smooth properly.
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