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Everything posted by Fluffy

  1. Recently upgraded from 3D Coat v4 to 2022 and want to start by saying that you guys are doing an incredible job! One issue that I have noticed is with the Spine tool in the modelling room. It works the first time it's used, but after that it ceases working and becomes unselectable. After some testing I discovered that it seems to work fine in version 2022.5 through 2022.7, but 2022.8 and all subsequent versions seem to have the same issue (I tested this by upgrading to each release candidate using the update manager and also by uninstalling and doing a clean install of 2022.12 then updating to 2022.13, the results appear to be the same). Hope everyone at Pilgway and their respective families are safe and well!
  2. 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?!
  3. 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).
  4. @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.
  5. @Cybergooch No, voxel density is uniform across each layer. Think of voxel layers as bitmaps but with 3 dimensions rather than 2, increasing the resolution of a voxel layer increases the density of the voxels on that layer in much the same way that increasing the resolution of a bitmap increases the number/density of pixels in the image.
  6. Selecting all the faces of your model then using the Retopo menu > Select Faces Picking Method > Select N-Gons command will leave only the Ngons selected.
  7. 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).
  8. I normally settle for something between 1 million and 4 million triangles (the cylinder in that example was around 1.5 million I believe).
  9. 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.
  10. 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 ). 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!
  11. @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).
  12. @Missy Alternatively, if you'd rather not delete the original layers, you can right-click any layer and choose Export > Export Object to export the contents of a single layer.
  13. 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.
  14. 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)
  15. You can use the Smooth All command in the Geometry menu to smooth all objects on a layer (there's also a Smooth All button in the Commands tab of the Tools palette on the left hand side of the screen).
  16. 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.
  17. 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.
  18. I don't use Lightwave myself but according to this post from the Newtek forums 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).
  19. Have you tried exporting the depth information from the paint layers as a Displacement Map (Paint Room > Textures menu > Export > Displacement Map of Visible Layers), then applying that displacement map to a high poly version of your model in Lightwave?
  20. 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.
  21. @Shift StudioI recently had a similar issue with retopo models being much too large and it turned out that all the Scene Scale settings had changed (I'm still not sure what caused it), so if you're having problems you may want to check in the Sculpt Room (Geometry menu > Edit Scene Scale) and make sure the X, Y and Z shifts are set to 0.0 and the SceneScale value is still at 1.0?
  22. 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).
  23. Ahh, glad you got it figured out, will have to remember that for future reference, thanks!
  24. 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%.
  25. It looks like your problem with using the Spline tool method is that your curve is attached to the surface. Try detaching it using the pulldown menu that appears to the top right of your initial curve point.
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