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druh0o last won the day on October 12 2017

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  1. druh0o

    [Bug] Incorrect brush behaviour

    Damn! Sorry for that @Syntex3D
  2. druh0o

    [Bug] Incorrect brush behaviour

    By the way, it works as expected in very old versions. Something like 4.0 - 4.1.xx. (i have 4.1.04A installed in parallel with newer versions)
  3. druh0o

    Retopo - next big Step

    I'm trying to count a number of apps 3d-coat compete with right now: in sculpting, retopo, PBR texture painting, handpainted texture painting, even rendering... Oh, and UV-mapping! How could I forget!
  4. druh0o

    Retopo - next big Step

    In that logic why bother with sculpting tools when there is a ZBrush and it's going to be the winner. Please don't get me wrong, I'm not aggressive here by any means. Is there a big difference between retopo tools and low-poly modeling tools? Actually it's not that big.
  5. druh0o

    Retopo - next big Step

    I'm not Polynut , but i use Maya too, so here are some videos: I understand that adding new modeling tools to the existing Retopo room can make it cumbersome and inconvenient. But on the other hand, having retopo and modeling in the same workspace can be useful as you can see in the first video when some modeling and retopo tools compliment each other. And that's one of the argument for retopo in maya. For example, i can use Quad Draw to build my retopo mesh and immediately can switch to the Multi-Cut or to Extrude, to Bevel or any other common poly-modeling tools. Another example: to retopo high-poly in maya you need to make it "live" at first, so the points can snap to high-poly. But actually that Make Live functionality is not a retopo thing. That was in Maya for ages. You can use it to place some objects on top of other object, or to start a new model on top of the existing object.
  6. druh0o

    Retopo - next big Step

    Hi Alex! Is it possible to add some tools to mark hard/soft edges (in terms of Maya) in Retopo room? Or Smoothing Groups: https://trello.com/c/YldOzYur/95-smoothing-groups-feature-request
  7. druh0o

    What would be your dream Applink

    There was a request for Godot applink some time ago, btw.
  8. druh0o

    Blender Applink

    That's might be something interesting! Like using procedural materials of blender for the base of PBR texturing in 3D-Coat, am I right?
  9. But how is that differ from the Grease Pencil?
  10. druh0o

    Blender Applink

    Since several recent versions of 2.8 beta I can't change 3D-Coat .exe path in applink configuration. I know, that's not a problem of the addon. It's something with blender - I noticed it doesn't save startup file (and probably something else). But I'm not an experienced blender user, just testing some things. So maybe you know what's the problem? PS: running on Win 7 as an Administrator Ok, I just found that i'm dumb: i didn't notice confirmation window while saving startup file. Damn, what an interface in blender!
  11. druh0o

    3DCoat 4.8 BETA testing thread

    Oh my! Thank you for this! This little thing is actually great!
  12. По-моему, у Split тоже получается кромка. Просто по-умолчанию в настройках Split на верхней панели задан Split Border Width больше нуля. Из-за этого получается как-бы "нахлёст" отделенных частей и кромка не видна. Если же сделать границу ноль - получается стык с кромкой. Можно и меньше нуля сделать. Ну и Hide никуда не делся. Только он теперь Vox Hide.
  13. Дело не в этом. Чтобы слои не сливались, нужно выключить Auto Pick в самом верху интерфейса (рядом с меню). По-умолчанию плоскость задаётся правой кнопкой мыши/пера. Можно и по другому. Как она задаётся и направление - настраивается в панели настроек инструмента Tool Options в поле Type of Surface, RMB Action и т. д. Там же можно "приблизить" или "отодвинуть" плоскость кнопками Back, Forward . Ну или в ручную по координатам в Base. Некоторые вещи показаны здесь:
  14. druh0o

    Blender Applink

    I got an error exporting for UV-mapping: But when I disable that line 470, it works.
  15. druh0o

    3DCoat 4.8 BETA testing thread

    What's the unified brush engine? Is it needed for sculpt layers? Will it affect the brushes in the Paint room? Just curious.