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Shift Studio

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Posts posted by Shift Studio

  1. Thanks for your replies Carlosan.

    Something must be different on your 3DCoat, or we're understanding something differently 

    I tested on v4.9.56, v2021.23, v2022.49 and v2022.52. Only in v2022.52 I can't make the Paint Room Brush in Curve Stroke Mode vertices attach to the surface.

    I'm referring to this mode >>stroke-curve-Snap-to-surface-2.thumb.jpg.32d6b1d40a893e38e5b5d77097efd8fc.jpg

     

    I confirm by drawing the curve and then rotating my camera angle. Do you agree?

    Thanks again, Shift Studio.

     

    • Thanks 1
  2. Thanks Carlosan! So for whatever reason RMB over the curve does not bring up any contextual menu. I checked in v2022.49 as well.

    I should have mentioned in first post that I'm using the Brush tool in Curve Stroke mode. Are you as well?

    I tried the curves menu in the toolbar and 'Snap to Surface' was checked.

    stroke-curve-Snap-to-surface-1.thumb.jpg.670dbc16b25c9495c7fa97cebc851936.jpg

    When I 'Activate Curves Editor' and use the 'new' (4.9?) curves toolset, those new curves are 'snapped to the surface'.

    What do you think?

    Thanks, Shift Studio.

     

     

     

  3. Using 3DCoat 2022.52 on macOS 13.0.1 in the Paint room.

    No matter what I try, using the Curve Stroke Stroke Mode, the points will not attach to the surface of the model. The points are drawn with circles indicating they are attached. When I rotate around the model the circles disappear and you can easily see they are not attached.

    Curve Stroke works normally in 3DCoat 2022.49 for me.

    Can anyone confirm this. Any ideas how to fix?

    Thanks, Shift Studio.

     

     

    stroke-curve-attach-to-the-surface-0.jpg

    stroke-curve-attach-to-the-surface-1.jpg

  4. 3D Coat can now convert normal maps into height information. I would like to use both height and normal maps in smart materials 'Depth'.

    When I add a new layer however in order to add the second map, the upper layer's Depth overrides the lower's Depth channel.

    I want to blend the info to get large and small details

    How can this be done? 

    Thanks in advance!

    -- Shift Studio.

  5. 4 minutes ago, Carlosan said:

    why don't you use the entire surface of the UV using Pack Tools ?

    ----------------------------

    preferences.jpg

    Thanks Carlosan. I can use the whole UV like you suggest, I just didn't think it should matter. I don't need it to be especially efficient as these are for one-time renders.

    The Fixed scene scale/Measure units doesn't seem to exist in the version of 3D-Coat I'm using (2021.23). Is that feature newer?

    Custom navigation is broken for me in 2022 versions and I think most of the 2021 versions after 2021.23. So I don't use them unfortunately.

    -- Shift Studio.

     

  6. On 1/23/2022 at 4:55 AM, Carlosan said:
    3DCoat-2021-92
    Scene Scale.jpg
    - You may provide Fixed scene scale in Preferences->View tab

    I'm using 3DCoat-2021-31 (my custom navigation is broken in all newer versions). This option is there in my version. Any idea where I might find it?

    Thanks!

    -- Shift Studio. 

  7. 39 minutes ago, Carlosan said:

    Please share a pic showing UVmap.

    the model is very small ?

    I know its not packed well, but I was thinking I don't care as its going to be a 4k map

    Yes, I think it is small... I built in cm, but I think 3D coat thinks its mm.

    I'm not sure exactly how to fix... I remember something about scene scale but I can't find it.

    Thank you for your help Carlosan!

    -- Shift Studio.

    edit: Yes, using the Measure tool in Paint room I can confirm 3D coat is using mm instead of cm.

    I could export 10x before coming into 3D coat, but is there a way to work with scale in 3D coat?

    I know there is an "edit scene scale" function in the sculpt workspace, but I don't think its related. 

    Clasp-UV.jpg

  8. I've been meaning for years to this bring up. When I get around to it, I'll contact support if its necessary.

    In general on macOS, the 'control' key on the keyboard + click (LMB-click or pen-click) brings up a contextual menu - the same one as a RMB-click if you have a multi-button mouse.

    In general on macOS, the 'command' key (⌘) is the most common modifier for shortcuts (⌘C=Copy, ⌘P=Paste, ⌘S=Save, ⌘N=New, ⌘O=Open etc.)

    In 3D-Coat on macOS, the control key and command key have the exact same function (I think to make the PC>Mac coding simpler?)  

    So, in 3D-Coat, the control key + click is lost as a way to access the contextual menu. I don't use the buttons on my pen (feels too awkward).

    So, I have reach up and use my 2 button mouse that is only there for this reason!

    Also, my navigation all done with keyboard and pen click can't be set up work as I'd like for the same reason.

    In other applications I use 'control + option + pen click' for Pan, 'option + command + pen click' for Zoom and 'option + pen click' for Rotate.

    In 3D coat I can't set that up because control and option are the same thing :(

    Does anyone else find this frustrating?

    Any chance it will be fixed?

    Thanks in advance. Shift Studio.

  9. 9 minutes ago, Carlosan said:

    Select an edge in Retopo room then LMB over (not pressing) another edge on same loop and pres l key - the adjacent edges between the first edge and second would all be selected.

    Loop.jpg

     

    Thanks for the answer.

    When you say 'LMB over (not pressing)', do you mean 'hover over'?

    I'm sure I'm being a little clueless, but I can not make your instructions work.

    Also in the tool tip for Edge Loop, if I follow those directions (not the same as yours - correct?), the whole loop is selected - not just the edges in between.

    I've got to say this is a convoluted process to do something simple...

    -- Shift Studio.

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