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Antidamage

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Posts posted by Antidamage

  1. I have a screw image. I've clear-cut it and created normals and a height map.

    I'd really like to use it as some kind of a stamp tool, but I'm running into the following problems:

    1. If I make it into a smart material, line the overlay up and stamp a screw using a brush where i want it, the normals never show. The depth texture doesn't seem to make a difference.

    2. If I use a stencil I don't get any option to set a depth texture.

    3. If I take it into the sculpting room and subdivide the model a couple of times, none of the tools seem to work right? Sometimes the part of the scuplt that's edited isn't the part that's under the brush, and I have to click and MOVE the brush in order to get it to take any effect so it smears. Plus in general I'm just getting a slight relief of the depth map, rather than having it shape the sculpt mesh properly. That's 10% of the time. The other 90% of the time nothing happens when I try to sculpt.

    4. The sculpt room crashes a LOT. Like literally every couple of clicks, so I haven't been able to try many things. This is on the latest version. Sculpting seems particularly bad.

    5. Just noticing as well that when I subdivide it's smoothing out my model and turning it into a rounded blob.

    How do I do this?

  2. Small subsection of my model here: https://mega.nz/file/LV1CxS4a#2v0F1G3Y8zC7LJnsh23Xdt49B4h75vrwzcV6YyMSeHI

    Two faces always disappear on import to 3D coat.

    Prior to some changes the entire end cap was disappearing, but it's odd. The faces were visible in C4D, but if I adjusted them in any way they disappeared. I went back to the original mesh and extruded the face, and now only two polygons disappear in 3D Coat.

    Is anyone able to take a look and tell me if there's anything weird about it?

    Cheers!

  3. As for the UV's, in order to select all the polys within a UV island you can hover over the center of a polygon (in the viewport, over the model). When the face is highlighted yellow, you can click on it to select all contiguous faces. Hold the SHIFT and repeat within the boundary (seams) of any other UV island.

    Yeah I bet that works in theory. In practice that middle-of-the-polygon hotspot is nigh impossible to find, even for close to equilateral tris. That's why I suggested what I did. Why do you think repeating back to me the thing I said I was doing would help?

  4. It feels like nothing that requires the Enter key to confirm its action is working in 4.8.20. I have also loaded up 4.8.16 and found that transformation works but the line text tool does not.

    I'm using a standard QWERTY keyboard and the amateur edition. Adding a Cancel/Confirm button to the panels would be a nice stand-in for completion's sake as well.

    Are there any diagnostics I can run that would help solve this? I just installed 4.5 and both of these tools work fine, so I don't think it's something at my end.

  5. VR isn't a fad, believe me. Space navigators aren't really catching on though, so I suspect the label fad fits better there. 3DConnexions has had what, 400k unit sales ever? There's 20 million VR kits out there after three years. But everyone has their preference.

    Anyway, have you used a vive? You get sub-millimeter accuracy. You'll be able to make your object as big as you like and walk around it and paint tiny detail, then scale it right down and paint big details. To me that's the ultimate flexibility and a tool for a specific set of tasks such as actual painting. I wouldn't bother trying to do everything in VR, only what it's good at.

  6. Found another bug: during image transform there's no way to confirm the placement, so you can't complete the operation:

    JwU8b9G.png

    It should be the enter key, but that doesn't do anything. Having a backup UI button to confirm/cancel would be smart.

    Edit: The enter key is not working to confirm most tools, making them unusable. Standard QWERTY USB keyboard, enter key works in everything else. Hasn't been rebound as far as I know (if that's even possible).

  7. This would be incredibly good from a quality-of-life perspective. I know there's a ton of UX challenges to solve, but my god it would be amazing.

    Straight up painting a model in VR hasn't been done by anyone yet I believe, and I think this would be a killer feature.

    Sculpting HAS been done but I can see a crossover where sculpting and painting combined in new ways could leave to a really interesting new workflow. Right now virtually all 3d sculpting tools only work with geometry and don't consider surface colour or texture. Why can't we slap different colours of clay together? Why can't we join together many otherwise completed and painted parts? Someone has to do this.

    But definitely start with painting because that would be an amazing experience.

    UV selections could use some work too. I've spent the last two days trying to select all of the polygons inside this box lid at once, but I'm unable to because the UX is so bad:

    XGwlc8l.png

    It's just.. bizarre. I have no idea what any of the extra lines mean. Selection is difficult. Hovering the mouse over a polygon shows the polygon instead of the UV set in the UV window, which is kind of useless. I can't tell if I've managed to select more than one face, and if I did, how did that happen? Things keep changing colours and I don't know what it means. This could benefit from some testing by a new user. I'd be happy to help with that. I'd point to Cinema 4D's circular brush selection tool as a really good example of a nice way to manage selections though. C4D also makes it really clear what polygons you have selected.

    I finally managed to get all of the polygons selected except for one of the large faces and an adjacent corner bevel set. Even though the polygons are big they're impossible to select. This is more of a blocking issue than a feature request, so please fix it.

  8. 23 hours ago, stusutcliffe said:

    Maybe hide the curvature layer and possibly the ambient acclusion layer and turn off show voxels . 

    Tried all of that, made no difference.

     

    17 hours ago, Carlosan said:

    Will you share the model to take a look ?

    Sure thing, lemme upload it.

    Painting models is literally the last piece missing from my workflow so I'm champing at the bit to get into this. It's definitely working normally if I make a new document and go to paint a cube.

    Update: I started over (I find the UV UI really difficult so I was avoiding this) and redid everything, in a new document the colours work. So please feel free to tell me what I did wrong in the attached document to strip it of colour.

    box02.3b

  9. Did that too and it made no difference. Lemme grab a screenshot...

    So one problem here is it's using the smart material but there's no colour: 

    V3Yrvkp.png

     

    And if I paint on to layer 4 nothing happens, but if I paint into the texture editor I just get white:

    7R3vQqP.png

    Also painting is hideously slow. The last time it worked it wasn't this bad.

     

    These are my view settings:

    CMXb9D7.png

  10. I've imported a simple model, adjusted the UVs (which is why I love 3D coat so much) and now I'm trying to paint it, but the best I was able to do was to apply a smart material to a layer.

    If I make a new layer and try to paint, say, green, nothing happens. I've checked the obvious stuff like layer opacity and brush opacity. Nothing is working through multiple reloads.

    Also it's saying that it's running at thousands of FPS but it feels very slow and laggy, less than 1fps laggy.

    I've started over a couple of times too and it feels like it can only paint in grayscale. Grayscale isn't enabled in the view options though.

    Finally, even though I purchased an amateur license to mess around with, it's showing "Educational" in the title bar. Is this why the program is limited to grayscale?

    Any advice?

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