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Shift Studio

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Posts posted by Shift Studio

  1. 1 hour ago, SERGYI said:

    Hello, Shift Studio! Please run Terminal. In Terminal enter:
    % cd /Applications/3DCoat-4.9.42C/
    % ./3DCoat.app/Contents/MacOS/3DCoat
    This will run "3DCoat". Select Paint UV Mapped Mesh (Per-Pixel) > select "sphere" > Ok > click room "UV" > select any island in window "UV Preview" > click button "To GU". After the crash send me a screenshot (support PERIOD linux AT 3dcoat PERIOD com) of the Terminal window. There should be some message below the text "libpng warning: iCCP: known incorrect sRGB profile".

    Hi Sergyi - I followed your instructions and sent you the Terminal screen after the crash. Please let me know if you don't get it. Hopefully it will help.

    --shift studio.

    • Like 1
  2. 17 hours ago, Carlosan said:

    If your model have nGons, use the command 

    Retopo > Remove nGons

    Thanks Carlosan!

    In recent case, the mesh is 181 quads, 0 triangles, 0 nGons. Moving them to their own retopo layer (but same UV) and calling 'To GU' is an instant crash.

    For a test,

    I exported the little mesh to .OBJ,

    started a new 3D Coat project as UV a mesh,

    Imported the .OBJ, selected the island (its already UV'd but needs to be redone)

    Call 'To GU' .... and ...

    Instant crash. :(

    I've attached the file incase you want to try.

    Thanks, Shift Studio.

    test.obj

  3. On 9/25/2016 at 4:02 PM, ajz3d said:

    When you select a UV island you want to re-unwrap, choose To GU, To ABF++ or To LSCM to unwrap it with the selected algorithm without altering other islands. You will still have to rotate, translate and scale your island into position. Unfortunately layout and auto scale affect all UV islands. But if the position, rotation and scale of other islands don't matter for you at this stage, then do shuffle, pack or auto-scale them. :)

    for me this causes a crash every time :(

    MacOS, 3D-Coat v4.9.42 (but older versions too)

    Any advice?

    --shift studio.

  4. In earlier versions I could select an edge in Retopo room then shift-LMB another edge on same loop - the adjacent edges between the first edge and second would all be selected.

    Not anymore - now doing as described above selects the whole loop and there doesn't seem to be a way  to select a bunch of adjacent edges along a loop (except painful workarounds).

    Does anyone have a solution? I preferred the old way of doing this and the old way of selecting a loop of edges.

    Thanks in advance!

    --shift studio.

  5. On 3/5/2020 at 2:38 AM, Carlosan said:

    Hi

    Which 3DC version are you using ?

    Are your OS and graphics drivers uptodate ?

    Same situation happen using version DX or GL ?

    Hi Carlosan. I never saw your post until now.

    I'm using macOS 10.14.6 

    Its the 'GL64' version I believe. I'm unsure where I can change that.

    At the time of my last post it was 3D Coat version 4.9.04. 

    Same is happening in version 4.9.34 and I'm about to try 4.9.37

    This wasn't happening for the past two days I've been working on the model - then after retopo work for awhile, the screen is going crazy, flickering, loosing my model etc.

    It's impossible to work that way. 

    If anyone has a solution I'd like to hear!

    Thanks in advance!

    --shift studio.

  6. On 8/26/2018 at 5:11 AM, Beddall said:

    Hey,

    I saw someone else post a topic about the mesh disappearing in the retopo room but they marked it as solved and I'm not sure it is solved.  

     I also have this problem and it seems to me that it is very much a bug that didn't seem to be in previous versions of 3D-Coat. I've always found 3DC to be the best retopo solution I've come across, but currently it's bordering on unusable in my pipeline due to the mesh disappearing every few seconds. 

    Moving the mouse over the mesh for more than a couple of seconds will cause the mesh to disappear every time. 100% repo. It's not that the view of the camera has changed, the viewport is simply displaying nothing but the environment background.  No grid, no axis, no mesh, no nothing. The only way to bring it back is to frame all, but that's not really a solution when it's disappearing every few seconds. 

     

    It seems to happen more reliably when using a tool that has selection highlight overlays. 

     

    Is this a known issue? is there a proper fix? 

     

    I can't take it any more.. is there somewhere or some way to revert to a previous release? I bought it through Steam so I guess that might be a bit of an issue... :(

    I don't have a solution for you but can confirm this infuriating situation. Hav you solved it? For me its happening in both sculpt room and retopo. :(

     

  7. @Ascensi Thanks for this response. I haven't tried it yet - its definitely a solution I wouldn't have thought of. I've never used 'more on picked'. That applies a more on the condition you are painting over a selected colour - correct? I'll give it a try and reply.

    @AbnRanger Thanks for your response too. This is what I've come to understand as well. Do you mean Andrew is going to add functionality that will convert normal maps to displacement, or that he suggests the user should do that in other software? I've had limited success with this using macOS software.

    Thanks!

    --shift studio.

  8. Thanks for your help Carlosan. 

    It seems I'm not going to be able to fix and modify some normal map stuff the way I'd like.

    Yes, I've had CrazyBump for years! Its cool. I've decided to make changes via diffuse map and create new normals using CrazyBump.

    So far in my testing it seems like this workflow may be okay in this case.

    I may be back for more - we'll see.

    --shift studio

    • Like 1
  9. 2 hours ago, Carlosan said:

    Normal maps dont modify geometry mesh,  is a technique used for faking the lighting of bumps and dents. It is used to add details without using more polygons. 

    Hi Carlosan & Heksagon,

    Yup the concept is not lost on me – I understand new geometry isn't being created by a normal map. What is lost on me is why, if a normal map can be displayed to look like any other layer's depth channel, can't it be converted to a regular 3D-Coat layer's depth channel.?

    And if thats not possible why can't it be baked to a higher res (much denser) mesh? You can do it with displacement map.

     

    Quote

    To edit imported normal map in the paint room is not possible, sorry

    I'm seeing this is true, but surely cloning (translation) should be possible. Right? It seems like such an obvious functionality to me.

    Quote

    There are some programs that are designed to create depth maps from the normal maps, I tested some, but the results were just... not impressive.

    I've been finding this too - I'm surprised, seems like normal maps are just a mathematical description described by colour of normal directions. Why can't an inverse be simple to go back to a bump map or height or whatever. 

    @ Carlosan

    I would like to try AwesomeBump and I came across the same description as quoted above – unfortunately there doesn't seem to be a macOS version – so if I'm not going to jump through hoops I'll be out of luck there too.

    Has anyone experimented with AwesomeBump that can report on it's results?

    Thanks Again! 
    --Shift Studio.

     

  10. Hi I'm back at something similar.

    I'd like to convert an imported normal map to a normal/editable 3D-Coat paint layer that has (at least) a depth channel.

    Is it possible? And if no, why not? It seems like an obvious functionality.

    Thanks in advance!

    --Shift Studio.

    edit: I've changed the normal map layer to 'standard' blend and desaturated it. I can paint on it, but can't clone. Seems so strange!

     

     

    • Like 2
  11. On 5/3/2016 at 3:23 PM, richn said:

    Did a bit more experimenting with it last night, and i seem to be able to get a good result if i go to retopo room and import the mesh as a retopo mesh (but without snapping it to reference mesh since i don't have one).  

    From there uv and then finally bake with 'retopo->per pixel (no baking)' and set the initial subdivision a level higher and UV set smoothing to full UV set smoothing

     

    This technique helped me for something similar I've been trying to do. Although I set UV Set Smoothing to 'Smooth But Keep Corners'

    Thanks for posting it. Don't know why 'Import Object for Per Pixel Painting' sometimes Smooths but often doesn't when Initial Subdivision is selected.

    --Shift Studio

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