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Posts posted by Fluffy

  1. 42 minutes ago, Falconius said:

    I'm also curious about how you were able to tell it was too small.

    Most likely by looking at the current setting for Scan Depth Inside the Object (0.096) and noticing that even at a setting that low the Inner Shell preview was well inside the object?!

  2. 35 minutes ago, tantangula said:

    That's the button I'm missing on the eraser tool in 3DCoat.  Is that what the options for your eraser tool look like? I have got to be missing something simple.

    I also don't have an eraser nub on my stylus, so I'm using the pen tip for both erasing and painting. I switch between each by clicking the icon.

    Ah, sorry I thought you were referring to the eraser on the stylus, no those are the options for the paint tool.

    If you want to turn off stylus pressure for the eraser tool in 3D Coat you just need to change the Stroke Mode to Constant Pressure (or Radius & Depth Pressure if you only want to disable stylus pressure for transparency but still have it affect brush radius).


    • Thanks 1

  3. @tantangula I don't think there's a way to turn off the pen pressure solely for the stylus eraser in 3D Coat (or the wacom driver settings for that matter, although you can almost fake it with a custom pressure profile), but you could always bind a hotkey to the pen pressure toggle on the opacity settings (see image below), then use that hot key to turn pressure sensitivity off when flipping your stylus to use the eraser.


  4. On 1/25/2018 at 1:59 PM, lesaint said:

    Sorry if this is already a known issue, but for me it only appeared now with 4.8.10 :
    Go to sculpt room and make a blob or something in voxels mode
    Switch to extrude tool, make a few strokes, to make sure it works fine.
    Now, either increase resolution of the vox layer, or use clone and decrease.
    After that, when you try to use the extrude tool with the new resolution, it will do nothing. (using one of the pressure sensitive brushes. Lasso works)

    Same problem here (4.8.10), the extrude tool has no effect if the voxel layer resolution has been changed (regardless of whether the change was made before or after any objects have been added to the layer).

  5. 1 hour ago, Heksagon said:

    It worked. You're awesome, thank you very very much!

    Small question: how many triangles do you have on your object? I'm struggling with the details on mine.

    I normally settle for something between 1 million and 4 million triangles (the cylinder in that example was around 1.5 million I believe).

  6. When using stencils/smart materials you can change the mapping type via a dropdown menu in the Preview options panel (use the Settings button to access controls for texture scaling and positioning)


    Once you have your stencil mapping set up correctly select the  Extrude tool (or a similar tool) with Stroke mode set to one of the selection/lasso tools and make sure that your Extrude Direction is set to Vertex Normal and that Ignore Back Faces is turned off in the Strokes panel, then drag a selection over your object.


    • Like 1


    On 1/10/2018 at 7:32 AM, Michaelgdrs said:

    Hmmmm , works fine in 4.8.05 . No reason to not believe your saying and i see the results as well.

    Which version are you using? I would like to try with it as well.

    I'm currently using 4.8.04 but I keep a close eye on release notes in case any changes are pertinent to whatever project I happen to be working on at the time and whether or not releases are marked as stable and update accordingly.  My primary reason for upgrading to 4.8.04 was because of the addition of the Bake menu in that release and the fact that it provided an effective workaround for this exact issue.  I've been using 3D Coat since around version 3.5 and to my recollection have never had any luck with preserving hard edges on models imported to the Retopo room (I'm guessing Andrews post in this thread solves that particular mystery though :)).


    8 hours ago, Andrew Shpagin said:

    Yes, I plan to make complete low-poly modeling toolset in Retopo, including marking sharp edges. But it is not quick task.

    But with Lock normals + bake from paint room it will work exactly as in any other software if source and destination meshes are same as in other soft. 

    That's awesome news, the ability to set sharp edges manually is something that's been at the top of my wishlist for a while, removing one of the few reasons I have to leave 3D Coat during my usual workflow, thanks Andrew! :)

  8. @Deviner75 If your retopo model has a checker pattern on it like so...


    then you should check to make sure that you're looking at the right UV Set.


    (ETA: the checker pattern is the default setting for previewing UVs on a retopo model, so if you don't see it then you should also make sure that your checker style isn't set to "No Checker")



    If your retopo model is completely blank like so (and your checker style is set correctly, see above note)...


    then your model has yet to be unwrapped (try selecting the Mark Seams tool then using AutoMap to quickly generate a UV map for your retopo object).


  9. 5 minutes ago, Michaelgdrs said:

    Uv set smoothing ---> No smoothing in bake settings works as well.

    Doesn't seem to work for me, I imported the exact same .OBJ file as you see in the last two screenshots to the Retopo room and with UV Set Smoothing set to No Smoothing and Lock Normals enabled it still ignored the smoothing groups of the cube.  Also, the tooltip for UV Set Smoothing states "This option works only if you have chosen to subdivide model during import".  So far the only solution I've found for importing and baking a model in 3D Coat without losing the smoothing groups is to do it via the Paint room.

  10. 34 minutes ago, lewis2e said:

    Is there a way to turn off the smoothing? As I say, it produces weird render results in other applications.

    If you import your model to the Paint room (File > Import Object) and use the Bake sculpt mesh onto paint room mesh command in the Bake menu 3D Coat will retain the models existing smoothing groups.

    Cube baked in Retopo room...


    (same cube with normal map hidden)


    Cube baked in Paint room


    (same cube with normal map hidden)


  11. I've also had trouble getting the Lock Normals feature in the Bake menu working (according to this thread it seems the feature currently isn't working). 

    As a workaround you can export the retopo object (Retopo menu > Export) and import it to Maya/3DS Max/etc to set up your smoothing groups, then re-import the object into the Paint room and use the Bake menu > Bake sculpt mesh onto paintroom mesh option, which will bake details from your sculpt object to your paint object without interfering with the previously defined smoothing groups.

  12. 19 hours ago, roycebarber said:

    Quick question about the glass3 texture posted above. I just paid $3.00 for a similar texture on sale here: https://gumroad.com/l/VuDn
    So I just want people to be careful when posting textures which may be pirated. If it's not pirated, please forgive my response. 

    The glass3.3dcpack posted above contains a shader, whereas the texture for sale on gumroad is a smart material.  Also the link was posted in June 2014, about 6 months before PBR/Smart Materials were introduced in 3D Coat. ;)


    • Thanks 1

  13. I don't use Lightwave myself but according to this post from the Newtek forums


    In layout go to File>Save>Save Trans Object

    This will save out your object as it is seen in layout.

    you can save out the visible geometry as seen in layout (so assuming Lightwave is capable of displaying displacement maps on models in the viewport it should be possible to export the displaced geometry).

  14. If you go to the Sculpt Room and adjust the pose of your high poly model with the Conform Retopo Mesh option enabled (see video below for details), you should then be able to use the Update Paint Mesh with Retopo Mesh option (found in the Retopo Room > Bake menu) to replace your paint object with your newly adjusted retopo object while still retaining all the UVs and Paint Layers.


    • Like 1

  15. 7 hours ago, netgoblin said:

    is it a correct place to ask for a life-saving feature? ;)
    plz, add 2 buttons to UV-room: align vertices/edges vertical and horizontal.

    Perhaps I'm misunderstanding you but there are already Horizontal and Vertical alignment tools present in the UV Room, however you need to have the Mark Seams tool active and in Edges mode for them to be displayed. You can then select edges in the UV Preview window and align them horizontally/vertically.


    They work the same as the Retopo Room versions (see video below).


    • Like 2

  16. Just tested this and it seems to work fine on first click for me with the usual stroke types regardless of settings, but if for some reason you can't get it working as before you could always try using the Stamp/Stamp Drag Mode options.


    Stamp Drag mode would allow you to change the position of the sphere after clicking, whereas Stamp mode is locked to the initial click point.

    There seems to be some odd behaviour with Stamp mode & the Sphere tool in that normally Stamp mode allows you to change the scale of the alpha you're applying, but with the Sphere tool it appears to be locked to the initial brush size/radius setting for the tool, but if you wanted the ability to change the radius of the sphere an alternative would be to use the Extrude tool and Stamp mode with the default spherical alpha and a depth setting of 100%.


  17. 1 hour ago, Metin Seven said:

    Hmm, it's even weirder — as I orbit around the model, the visible paint flips to the other UV parts. Might this be a bug of the 4.8.3 beta for Mac OS that I'm using? Otherwise I could try to revert to the default Mac OS driver for my NVidia graphics card. I'm currently using NVidia's latest Web driver.

    Just a hunch but I've seen similar behavior in 3D Coat when there are multiple copies of the same paint object (since they both occupy the same space sometimes the unpainted version will render over the top of the painted one and vice versa, this usually results in the object flickering and the texture appearing and disappearing on different parts of the model as you move the camera).  Check your Paint Objects palette and make sure you don't have multiple copies of the object visible.