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tokikake

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Everything posted by tokikake

  1. I still have question for retopo groups which devided by material then how I sculpt and bake. so tell me good way please .. 1. I have 3 retopo groups. as Hip , Arms, Legs . they are separated by materials (at same time all 3 mesh are connected like animal or human material parts, not separated meshes) 2 I pick each retopo groups as sculpt layer one by one , by use retopo mesh as sculpt mesh. then 3d coat generate sculpt layers as retopo groups. Hip, Arms, Legs. 3 If I only sculpt for each sculpt layer voxel (or poligon) one by one,, it is not matter, but after all to sculpt as connected mesh, (eg sculpt tatoo for all body as connected, I may need to merge sculpt layer... . then can sculpt clean tatoo, as one connected mesh without show border . 4. After sculpt tatoo for merged layer , if I can devide it, to Hip, Arms. Legs as 3 sculpt layer again, ( set same name for each sculpt layer as each retopo groups). I can bake. the problem is, the way to clean devide them as same as before. (if I retopo for sculpt mesh it not matter, I just devide merged mesh as 3 part manually as I plan) But about this case, I already have 3 retopo groups and UV sets, so, I need to devide connected one sculpt layer to perfectly fit for each retopo groups. Though I can guess work,, but I do not think I can clean devide merged mesh to return 3 sculpt layer parts as same as before... how you mange these case? (it is question of this work-flow) or Is there good way after merge multi sculpt layers (which clear devided to fit each retopo objects but the geometry is not clear devided (organic shape) then sculpt merged one layer, and return to each sculpt layer as same as before, without edit retopo mesh? (for this case I really do not hope to change retopo mesh, just keep it as same as before, only sculpt detail in sculpt room, and bake it. Do 3d coat have option which devide merged sculpt layer as same as before (return merged one as separated one which when I pick retopo groups to almost perfectly fit them? I suppose I may need to gather all 3 retopo groups (after all) as one , but use 3 UV sets for each material part, then name the merged retopo groups as same as merged sclupt layer, then bake..... though it may work, but it seems lost meaning to devide as 3 material groups in retopo room...
  2. as ullimatta suggested check preference tab and serch , the add on correctly installed or not. I often up-date blender 2.93 with git, this add on already offered as official one, so all blender 2.93 version include it in default add on directory current add on version is 4.9.34. and check console, if add on miss your directory setting. (it may be shown in console) when you run blender. then I did not see issue. (though currently not test much, I can see the add on tab for empty scene) If you have installed some old version (or beta version, manuall download zip version of this add on), you may better check it.. and remove them. (eg same add on installed in your document folda ) . (but usually blender show alert in console I suppose) == and just to confirm check if you happend to activate filter add on (blender tool tab, it can hide add on tabs when you activate it)
  3. I think I might mistake too. I might need to clear separate word usage between UV map and each UV set/ tile usage.. blender can attach multiple UV for mesh. (but usually we use only one UV map for current view , at same time one UV map can contain multiple UV tiles or can separate as materials even though all UV locate on same UV tiles. (1 UV unit square) we can still mix use many UV map in shader, as I need to render each materials. 3d coat can not apply different UV maps (it include some UV sets tiles) but 3d coat can use UV sets as UV tiles or can use material as if it is separate UV sets. (but one mesh have one UV , at least I think so, 3d coat not offer we can mix different UV map even though I edit Smart material )
  4. I actually now think how I can manage it when I bring mesh to sculpt room then geometry sculpt ><;) and bake those normal map for each retopo objects. for my first purpose was simply import mesh for paint room/ retopo room then edit mesh and texture sculpt (so paint or add normal in paint room only) So I think Digman procedure work for me, (I saw some un-stable case, how 3d coat generate UV with use the beta option for UDIM UV), but I seems manage it when I send the mesh to paint room. but as you said, when I bring the retopo groups to sculpt room >> (I may merge it as one sculpt layer to easy sculpt), I can not bake sculpted normal maps I may need to merge each retopo groups as one mesh. or I may need to separate each sculpt layer , as same name as each retopo group. but it may only work each section is clear divided. (eg I test with simple cube mix obj, then it not separated as part. only group by UV tile and material groups) When sculpt connected part in sculpt room 3d coat need to select each sculpt layer >> so I need to merge to sculpt connected part... (I may need more real sculpt test ^^; or need good teacher I suppose)
  5. I made test object which Unwrap as 4 UV tiles, then 1 to 3 UV tiles (UDIM 1001 to 1003) have 2 material group (surface group) for each tile. Then test later. and I add one repuest.. The object have 4 UV tiles, with 7 material /slots in blender. I do not expect 3d coat can import material group as same as blender for retopo room/paint room, then I plan to edit retopo groups in retopo room. At same time, I only need to bake or generate texture for each UV tile not for each material groups , but hope to keep all 7 material groups as selection group when I wrok in paint room. I import the scene obj / FBX to retopo room >> I may need to devide the object as 7 poly/retopo groups in retopo room to keep material groups. My request is, I hope Generate poly/retopo groups for each material groups when I import mesh to retopo room. Because If there is such import option, I can use beta option "Treat retopo groups as Material" to bring mesh for paint room (w/ without baked textures). Though I need to confirm, the beta option can "Treat retopo groups as Material" even though mesh have multi UV tile/sets. If current 3d coat can generate 4 UV sets with 7 materials in paint room when I activate "Treat Retopo groups as materials" it is really apreciate. if it can only manage one UV sets mesh. with multi material group, I may hope the beta option still enhanced it work for the multi UV set mesh. when I work in paint room, I may keep all material groups then paint each material as I need. (hide/unhide or attach layer for each 7 material groups) but when I generate final texture I only need textures for each UV tiles (4) . If I follow Digman workflow, (then suppose it work for multi UV tile object) 1. Once completely done texturing (with use 7 material groups), saving 3DC file first , return to the Retopo Room,. 2. Move some retopo groups (devided as 7 material groups) to same retopo group for each UV tiles , Delete un-used Retopo groups. 3. Use the Feature under the Bake Menu--- "Update Paint Mesh with Retopo Mesh ". 4. Now in the Paint Room, I will have One Paint Object, 4 UV sets with 4 material. then 3d coat can generate texture only for 4 UV sets not for 7 material group (before I used to paint)
  6. I may hope to test the procedure, if it still work for 3 UV sets/tile with 5 or 6 materials. (so one UV tile include 2 or 3 materials, at same time one mesh have multi UV tiles like UDIM) we may often see such complex object modeled by another apricaiton. if beta option only work for one UV tile with multi materials, after all I may need to customize material group when import 3d coat (I usually do so) to along with UV tile. Then if it work well, the way may better officially documented . (after all test work correctly) The 3d coat usage of material groups / uv sets (tiles) is one of most difficult part when we start learn 3d coat . (but start to use paint room to import model, at least for me, to understand those things, took long time)
  7. I believe so ^^; (but my english can not tell what I means well ) then I expect it work for suface mesh >> retopo mesh, then did not know how it change,, just few days ago, I notice it is somehow work reverse (actualy I felt it not work, but it work as reverse)
  8. I could confirm recent beta 2021.38 solved Scene scale issues Thanks (I have felt really annoying about this, because I needed to change scene scale as 10 or 100 to avoid view clipping issue when zoom) then it can manage import mesh with unit meter easy. (but did not work about some new modeling tool) 1 3d coat now can manage Scene scale correctly for Surface Strip, Surface Swept, Profile for Cap and first mesh (never generate wrong scale mesh any more) 2 3d coat can manage Scene scale correctly for Array of copies and Surface Patch tool (never generate wrong scale copied mesh with scene scale setting) Really thanks Andrew and Gorvadofsky , (all 3d coat team) about on plane setting issue, I may hope if plane setting can devide from each Surface tool but offered as panel window (as same as curve panel) because I think it keep setting which used to draw any curve in retopo/modeling room. I hope to check current plane setting when I draw any curve. (when user activate on plane), at current plane setting only visible, for some tools active in the tool option.
  9. btw as opening question, the preference setting can do so, as default (maybe I change default setting, I suppose), so turn this topic as solved please . (only remain small labell issue but digman already report about it thanks) (I think , I can not change Tittle by my self)
  10. Thanks 3d coat teams ^^ (and I apologize did not read manual more carefully)
  11. Thanks I think same thing, but now I can not attach more pic so, I expect someone will request so.. eg I think if we have material/surface (along with UV sets) window for retopo mesh, not drop down menu uv set, it make more easy.. For UV/ texture editor, drop down menu is OK, but I really not see aprication use drop down menu for material about modeling mesh ^^; (many new user may fail to exchange it without carefully check tool I think.), I hope there is simple UV sets window which describe all UV sets of current poli groups = hide / un-hide, or select as we need.
  12. Then what I expect is. if 3d coat factory default setting work as "Treat material as OBJECT", the option need to set as "FALSE" = default should not check it then when user hope to use retopo (poli) groups as material groups in paint room, we activate it (ON = "TRUE"). or 3d coat may better change label .as Treat retopo groups as objects. then tool tip describe, when False, it try to treat poli groups as material (User own risk ) (at same time I request, if it will work when I use "Take mesh form paint room") but at first I think the label or bool function may better to change current reverse way (from label meaning), though it is not so serious problem , once I notice this tool work as reverse. (but usually it is not good thing for most of user who try to use option) ==== btw I am exciting if scale problem solved for new modeling tools (curve profile cap etc) with scene Scale ^^ (thanks hard work as always) 3DCoat-2021-38 Fri Aug 27 23:17:38 2021 - Bugfix Scene Scale
  13. I notice it. And I think the label of tool meaning work as reverse (as bool variable). Though default is work as 3d coat default (not use material but separate as objects) But it is not matter for user, , which is default for 3d coat. because we decide it for each case. then asked about it in another topic.. The Tool label = "Treat retopo groups as materials" then it have a check box. usually we activate the check box (ON), it means = True. if we de-activate the check box (OFF), it means = False. I have not seen other case for most of aprication option which use check box. . if it work as reverse meaning, user report it work as reverse. At current when "ON" 3d coat Treat retopo groups as objects not as materials. when "Off" Treat retopo groups as materials.
  14. Yes I know it, so I need to use Take paint room mesh to the Retopo room , to import paint mesh as retopo mesh. but it not means 3d coat use same mesh. then I hope (may request), when one paint mesh have multi uv tiles. (materials or UV sets) >>Take paint room mesh to retopo room, 3d coat generate multi poli groups as option (So I expected if Activate "treat retopo groups as materials") work so,, but it only work when I bake> retopo per-pixel (no baking). With this option 3 coat treat retopo groups as materials , when mesh exported from retopo room >> paint room. but not work for paint room (materials) >> retopo room (retopo groups) ==== why it is useful, when I have mesh which have multi materials or UV sets, if I import the mesh in retopo room, we can not choose each material (UV sets) mesh so easy select hide, or edit in retopo room. because retopo mesh have no material groups. (only select current UV sets). Then I will pick the retopo object to the sculpt room. 3d coat have no group for material in sculpt room (so we need manually devide them as retopo groups or sculpt layers) eg now I have One UV sets for eye around mesh, then Second UV set for body mesh. In paint room, we can select by material (UV sets) easy. but when import it in retopo room. 3d coat can not keep material groups. (only keep as UV sets) then I may separate manually as poli groups in retopo room
  15. You can actually have multiple UV (different UV) for same object for blender. (so you can mix or choose different UV for each material and shader node, (for hide seam etc) but for 3d coat you need to duplicate mesh, then keep one mesh have one UV. But basically 3d coat most stable and may work easy with One mesh and One UV in paint room I think. (Though I can import some paint objects in paint room, but once generate 2 object as Paint object, it usually more difficult to manage each layer.
  16. And I think this option was added with some requests how treat material/surface. (I requested it too). But I think it only consider "Retopo room" to "Paint room" work flow. Then it may be future request, but what I expected was (at that time), when I use Mesh > Take paint room mesh to the Retopo room, to edit paint room mesh in Retopo room, (or it will be send to sculpt room to sculpt ) 3d coat will generate poli groups with use material (or UV sets) because there were many cases I may hope to generate separate poli groups for each UV sets when we edit paint object in retopo room, then send to Sculpt room. (it is one object with multi UV sets like character mesh) but at current, 3d coat not generate multi poli groups with the paint object material/UV sets. eg I have one paint object (character mesh). with multi UV sets. then I hope option, 3d coat generate multi poli groups (with each UV set/ material name). but this option seems only work From Retopo room to Paint room. Not work when I need to move mesh From Paint room to Retopo room.
  17. So you means it need to work like this? 1. when Activate "treat retopo groups as materials" ( set the option as "TRUE") retopo groups = material, then gather some poli gorup meshes as one object with each poli group materials. 2. when not Activate (check OFF) "treat retopo groups as materials" (set the option as "False") retopo groups = objects, then generate each poli group mesh as each object I remember with some version , the experimental option set as default, then it change. But I feel this option work as reverse way from the option label, at least for my attached scene with retopo per-pixel (no baking) my scene have 2 poli groups (vase1 , vase 2), then each mesh have UV set with each poli group name. (I set so) when I set the option True = Check on / activate,, 3d coat generate 2 Paint Objects. when I set False = Check off/ un activate, 3d caot generate 2 poli groups as 1 paint Objects.
  18. btw I could find way from 3d coat training video ^^; (the tool tips not describe o use Esc to remove image , manuall and training video tell me so)
  19. I think it happen when each poli gorups have different UV set. https://drive.google.com/open?id=1-E-GoCa7Mm0g5OePfOJJpW59kZJ_C9G_&authuser=engetudouiti%40gmail.com&usp=drive_fs (if test, download this scene please then set Treat groups as materials OFF) my case is,, I have 2 vase meshwa as 2 poli groups (duplicate + edit mesh and UV then rename it = each poli group mesh have self UV set with different name) Then if I do not activate (not checked) Treat groups as materials OFF 3d coat simply gather 2 mesh as one paint mesh but keep 2 UV sets = 2 surface materials. then if I activate Treat groups as materials ON, 3d coat generate 2 paint meshes. if I use same UV set for 2 retopo group mesh, (just change island but use one UV sets) maybe it work differently. (I still not test it though)
  20. It is actually strange , I only one time sucess (3d coat generate mesh as 2 paint objects), but I can not re-produce it. (so I think I remain old mesh which I exported before,,) Can someone test with this scene, (try up-date retopo mesh / or retopo per-pixel (no baking) The poligon group are clear divided as 2 mesh with 2 different UV name. (so one poligroup have one UV) I understand if I Treat groups as materials on (activate), it may separate as material. (it was requested by user who hope to produce material groups, ) then I check it off (non activate) but 3d coat not sparate 2 poli gorups as 2 paint object for me. ==== After I toggle the option again, and test same thing, about this time, now 3d coat generate as 2 objects.. with use same method... (bake>retopo perpixel (no baking)) with activate Treat groups as materials on (activate) . but I usually keep it activated so do not know why it not worked before.. Then I think, the option work as reverse meaning... (because when I activate Treat groups as materials (checked) , 3d coat not treat groups as materials , but generate 2 paint objects for 2 poli gorups.
  21. I think if it work when you bake, you actually bake maps from sculpt mesh. but when I try options to transfer mesh to paint room, my case is "model in retopo room > paint it in paint room, (or only texture sculpting ) I do not bake maps at all. (so there is no sculpt mesh" Then about this purpose 3d coat offer 2 options (at least I know these 2 options without export/import mesh as obj etc) 1. bake> retopo per-pixel (no baking) 2. bake> update paint mesh with Retopo mesh. About both case, it join 2 retopo mesh as one object (Paint object) As I said, I test Treat retopo groups as materials (check On / OFF) but it not worked for me = 3d coat gather 2 different retopo mesh as one Paint object with 2 UV set / material. but anyway I may try again. then if it not work, I report it as bug ^^;
  22. I usually use Bake options to bring retopo objects to paint room. Then I hope to keep 2 retopo groups as 2 objects. but any option to transfer mesh to paint room seems gather 2 poly objects as one Paint objects in paint room. Is there any setting, which transfer retopo meshes (like mesh1 and mesh2) as separate paint objects? I already try Treat retopo gorup as materials option, on and off. (just to confirm), but it not solve this issue. so I hope to know if there is another setting to bake (import) mesh from retopo > paint. I suppose I can export as obj of fbx for each retopo gorup, then import again one by one for paint room, but do not like the way to move mesh in same aprication 2 room ^^;
  23. 1. in Retopo room, duplicate retopo group. (bottom tool of Poly groups) 2. click Apply (or 3d coat never generate mesh, treat duplicated one as import mesh I suppose) 3. it generate 2 new layer. XXXX_copy1 and temp_clone then real duplicated mesh are in the temp_clone layer, so XXXX_copy1 have no meaning. I do not know it is bug or is there way to use 2 new layers for another purpose? same thing happen, select mesh then Clone >> Enter. everytime 3d coat auto generate 2 new layer. (but I only need duplicate mesh and new one layer)
  24. Retopo room select path , I often use this tool , but it isreally difficult to select points, when the point locate in inner shell mesh. like ths pic. https://drive.google.com/file/d/1-Cks_f1yj0vkU5Vb20vjSylWCco7TacB/view?usp=sharing Though I will pick points with rotate around view , but it often miss select other points. It really need try and error to force 3d coat pick the points. sometimes I give up to just select points with this tool (to easy seam etc) and need to change tool. on the other hand if I use Select tool > edge or vertices it can pick these inner mesh point correctly. Hope it will be solved.
  25. Paint mesh should be auto up-dated when modeling room mesh change. I do not think 3d coat will use same mesh for these 2 room, but I suppose there should be way to keep link for 2 different room mesh. eg I expect, when we import mesh from paint room to retopo room, 3d coat make link for these 2 mesh. There have been some functions to up-date or import export mesh between 2 room. but we bake texture in retopo room = we need texture to paint on to the mesh. Almost there is no possibility we only edit mesh geometry / UV for retopo room mesh but not up-date it for baked mesh in Paint room. as visual in retopo room, I do not care if it not show current texture. (and most of case it is more clear to seee mesh topology ) but when edit geometry in retopo room (Mesh or UV) linked Paint mesh should be auto-update when I return to paint room. (or offer dialogue option on and off, to confirm up-date paint mesh same as retopo mesh, without any import export dialogue again.
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