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David O'Neil

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Everything posted by David O'Neil

  1. Why doesn't that come up during the regular 'Autopo' selection? It appears during the 'Autopo for Per Pixel' process. This - and several other things - often make 3D Coat a frustrating experience. Now to get rid of the holes that are still being left... More frustration... Especially if flipped normal quads are placed immediately behind the main quads, like happened once. Thanks for pointing me towards part of the solution. David
  2. Where is that option located at? I did have to rework the master area on the right after Autopo-ing, because there was a hole there that was mirrored on the left. It did appear to fix the issue until I started doing the island work.
  3. Why would quads go missing? Did all the sculpting, then took it into the Retopo room and Autopo'd it with X symmetry enabled. Quads show up. But when I make an island from the area, a portion on the left, which is the 'copied' side of the object, doesn't show the quads. I tried baking it once instead of Autoretopoing, and the quads didn't appear that way either. Any workarounds/solutions? Thanks, David
  4. If a brush is working one way, and then suddenly changes to another way, until someone shows how to get it to work the original way it is a bug. I tried many things unsuccessfully.
  5. I don't believe your video has anything to do with my issue. If you watch my video closely (sorry for no audio to explain), you will see that the brush radius/falloff doesn't match how 3D Coat applies the brush when it is used - it appears to be about 50% of the radius. Sometimes I've gotten it to work in a manner that seems more correct (affecting 100% of the width). This may be why some users are not impressed by the brushes/sculpting abilities of 3D Coat. They may have the same bug that is affecting me, and haven't taken the time to find settings that work. And then find that those settings stop working in the future, and other settings do. VERY FRUSTRATING! I sent you a PM earlier, AbnRanger. If I may, at about how million vertices do you stop swapping between voxel and sculpt mode? I imagine that above a certain limit you start losing detail each time you transform, and the time to transform isn't worth it to you. Thanks, David
  6. Yes. Voxel mode also gives issues, but surface mode is what I'm concentrating on, because it seems to be letting me get work done a lot more than voxel mode. I've been cussing at brushes for a while...
  7. Interestingly, the Surface Tool brushes seem to work OK. But the draw brush still doesn't change its behavior whether or not Stroke Expansion is checked. I can't get the Live Clay tools to work the way they did yesterday. (I have uninstalled/reinstalled 3D Coat and my Wacom tablet drivers while attempting to get this working correctly.) [EDIT] In case it is a helpful clue, when I first tried 3D Coat the surface tool brushes acted like the Live Clay brushes in the video: only about 50% of the falloff, and crappy feedback. I was disgusted by the sculpting process because of that. Things seemed funky for a bit, then I tried the Artman pack, and all of a sudden Live Clay brushes worked as I expected them to, and were usable. I don't remember testing the surface tool brushes. Now the Live Clay brushes seem to have lost their functionality. The only thing I remember doing, as stated in the first post, was swap from Live Clay 'Build' to 'Crease', then I adjusted that brush's options and used it. When swapping back to 'Build' things no longer worked.
  8. It was already checked. Unchecking it doesn't seem to make a difference.
  9. They were already checked. Maybe you can see something in the attached wmv, if you would be so kind. Note that the smoothing, with Shift pressed, is a continuous action, but that regular brushing is not - I had to move the brush around in order to raise the surface. Yesterday both of them were continuous. The settings are shown at about 1:15. 3D_CoatIssue.wmv
  10. Why would a basic brush suddenly change the way it works? Sculpting, using Build Clay brush, and it was working fine. Switched to Crease Clay, made some adjustments, then back to Build Clay, and suddenly the brush doesn't have falloff all the way to the outside of the brush radius (it is at about 50% maybe), and it no longer 'grows' and 'lowers' the surface the way it did before. Holding the mouse or pen 'clicked', so it should continuously add material, and it doesn't anymore. Want to scream, having toggled various items for the past 30 minutes with no luck.
  11. I sent Andrew an email with another aspect of this bug, and he said he fixed it, so it should be in the next update.
  12. It appears to be more than a post limit, unless I'm misunderstanding post limits. It wouldn't let me post to it today, even without any other posts. If you want the input of this newbie, feel free to copy it over there, or point this out to Andrew or whoever is most pertinent. If I could post in that thread, I'd ask if there is a master document available with all the English text used in the UI. If it was easy to proofread and suggest edits, I'd take some time and do so in that manner, but commenting on a messagebox by messagebox approach is a waste of time in my mind. A Word document would be great, due to its markup features. Even a copy of the string resource file would be better than tackling everything one at a time. [Edit] Just found the English.xml file. Will read through it. [/Edit]
  13. Thank you, but I'm looking for true copy/paste functionality. Play with Blender - it has this, and is very useful. (I haven't tested colored items, but suspect it will work based on the fact that all my other copy/paste attempts completed correctly.)
  14. Oddly enough, the forum doesn't appear to be letting me post to that thread.
  15. As per my other thread, if there is a thread on these items already, point me towards it and I will post there. The following messagebox need to read 'Geometry' instead of 'Voxels', to mirror an evident change in the program. Took too long to figure out...
  16. Is there a place to bring up/view UI inconsistencies that need to be addressed in the program, so duplicates aren't reported? For instance, some items you can create hotkeys for, but it doesn't appear that all of them can be, even though current hotkeys exist. For instance, I was going to remap 'R' to 'Resample', but I found that that key is mapped to 'Glossiness.' Tracking down glossiness, in the render tab, I find that the only seeming way to open the glossiness panel is via the button on top, but that doesn't accept the 'End' key to redefine it to anything else logical (like 'G'). So redefining R to Resample will kill the hotkey for Glossiness entirely (since I don't want to remember to toggle through hotkeys). Or, is there a way to edit hotkeys via a text editor or something besides through the given UI? Thanks, David
  17. I don't have the answer, but have you tried opening the PNG in Photoshop or Gimp ... and converting it to a true greyscale image there, then importing that? Technically, if the image is a greyscale using color, picking either the red, green, or blue channel should be the same, because greys always are equi-color (ie - 0x00CFCFCF). So if 3D Coat isn't working correctly using one of those options, it would appear to be a bug in the program.
  18. I know, but I couldn't find a toggle for the intro screen there, unless I missed it.
  19. Is it possible to eliminate the screen that pops up at startup asking what type of project you want to work with? Can't find it in preferences, and that click each time gets annoying. Thanks, David
  20. Is it possible to copy an object and paste it into another instance of 3D Coat? I'm unable to find that functionality, and it would come in very handy. Thanks.
  21. Just purchased 3D Coat after playing with the trial a couple days. An issue for the engineer in me is that the views are terribly inconsistent. Is there a way to make the camera views show the proper perspective? When you look at something from the front, and rotate it to look at the bottom, you don't also turn it 90 degrees left to right. Blender gets this right.
  22. At first viewing, that appears to be what I'm looking for. Let me wrap my head around it some more. Thanks.
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