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animk

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Posts posted by animk

  1. 1 hour ago, EdanP said:

    Interestingly, I also crash but get a different error:

    malloc(): smallbin double linked list corrupted

    What's funny is that this doesn't happen with any other specified texture resolution. I tried on my radeon card (mesa) and nvidia card and received crashes in both instances . It appears to be an issue with the code.

    I also tried baking 16k occlusion on the sample robot, which also resulted in a crash. Seems no matter what you cannot bake 16k occlusion/cavity maps.

    I did find somewhat of a workaround (more like a temporary bandaid) which is to set the texture resolution to 8k, bake whatever maps you need, and then switch back to 16k and continue texturing albedo etc.

    I'm going to forward these posts to Sergii Kryzhanovskyi through email.

    Might need to check if windows version has the same issue.  I tried the windows version in lutris it also crashes when performing such tasks (not tested on the real windows 10 or 11)

    • Like 2
  2. On 4/7/2024 at 8:26 PM, EdanP said:

    Would you mind sending me the prpject file? Unable to recreate issue on my end. 20.04.6 Pop_OS, 3090

    It's just a generic_bust_male model from 3d coat, autoretopo it and bake 16k ppp.  Then bake either AO or cavity.  It exits as soon as open the bake option window.  I tried it on linux mint it still crashed.
    It shows in the terminal
    malloc(): unaligned tcache chunk detected
    "Aborted (core dumped)
    image.png.1f73fdd5583c7ff1bd6620c6df949e2a.png

  3. On 1/26/2024 at 11:23 AM, SreckoM said:

    On Linux,Ubuntu 22.04, I am getting constant crashes when trying to open file, or image etc. 1/2 time it will crash. Someone experience this?

    No, I am not experiencing this, there are 2 launchers in the linux version folder, one of the launcher always crashes upon opening files, the other one is fine.  I am on Kubuntu.

  4. On 4/26/2023 at 8:25 AM, thinkinmonkey said:

    What I'm talking about is the offset between the selected vertices and the gizmo, as you can see in the picture (1).

    Then if it's possible the gizmo oriented as world, instead of pressing always the button of reset axis (2), which is a normal operation I think everyone of us does in every 3D software.

    Then again, please! please! please! put at least the rectangle as stroke mode by default when working in modeling room (3).

    Thanks

    2023-04-26_16-22.png

    I would like to have world orient as default too.  For now I assign "w" as hotkey for "reset Axis"(w switches to move mode and reset the orient), it's easier than press the button.

  5. On 8/1/2023 at 10:30 AM, AbnRanger said:

     

     

    Making a request is good and normal thing, but my point was that sometimes we can present things as a problem simply because 3DC doesn't do things exactly the way ZB or Blender does. Sometimes the critiques/criticisms are totally legit, and other times it is preference, not a problem. That is all I was saying. We don't have to all agree on everything. I am left handed, so my free right hand is closer to the DELETE key...thus it's not a problem for me.:D:good2:Nevertheless, you actually can change that hotkey assignment (of the DELETE tool) to whichever you prefer (hover your cursor over the tool in the SELECTED section of the Tool panel > hit the END key on the keyboard and then give it the "X" assignment...but remember, this will overwright the hotkey assignment (from Blender) to MOVE ALONG X AXIS.

     

     

     

    I never understand why this axis constraint in blender is a good feature, I personally find it very difficult to use.  I need to remember which axis the movement is and look at the keyboard to press the x,y or z.  A gizmo is much more convenient.

    • Like 1
  6. 7 hours ago, Elemeno said:

    we will never ever get human quality auto retopology or human quality uv unwrapping .. unfortunately .. we have different uses for everything , EXO and Zremesh and autopo do a nice job of topology flow but isnt as good as manual ...

    also as i said above .. changes to high poly sculpt are very rare after doing your retopo and uv unwrap etc ...

     

    get your high poly right first time lol

    I don't know... those AI generated image really changed my perspective on the future tools.  It's not yet 100% automated for non-random works  but human input is drastically reduced.  It may come to 3d at some point.

    If the final sculpt is rarely changed, why is the urge of needing quad multires, sculpting on multires kinda sucks, unless it can handle crazy poly counts like ZB, but still the freedom is limited once the multires is built.

  7. 7 hours ago, AbnRanger said:

    You can retopo/auto-retopo at any stage in 3DCoat, so there is no hard rule that says you must do this at the end. It is just a common workflow. 

     

     

     

    If that's the case the final sculpt shouldn't be off too much from the retopo version, so why not just retopo when the final sculpt is done, doing retopo in the middle of sculpting process makes no much sense.  There's also no need for quad multires, because there's much more freedom sculpting on live clay...  The retopo is done at the final stage anyway.

  8. What I understand through watching zbrush videos and my 3d coat experience. 

    In ZB it let artists retopo and UV half way in the sculpting process then use multires to add final detail while keeping the retopo and UV.
    In 3d coat it only let artists to do retopo and UV after the final sculpt is done.

    If minor adjustments are needed, such as tweaking proportions after, while keeping retopo and UV, in ZB it can tweak the lower res mesh, in 3d coat it uses conform Conform Retopo Mesh.  If substantial changes are needed, such as adding extra horns or cutting an hole, it requires rework of the retopo and UV in both ZB and 3d coat regardless which workflow is used.

    The difference between these two workflows doesn't seem that huge.  It's most likely just a personal choice if the artists like to sculpt on multires or live clay...I personally love sculpting on live clay, sculpting on multires requires unnecessary subd level to the whole thing just for the details at certain areas (I feel this is quite restricted in blender but in ZB it's not an issue).  3d coat is not a 2.5 program, not sure if it can reach zb performance if quad multires is added.

    So the main issue is retopo and UV, how we place this process in the workflow.  I wish in the near future AI era we can get human quality auto retopo and auto UV, so it doesn't matter how many times we change the final sculpts these can always be redone with a few clicks.

  9. No mouse wheel rolling please, I wish blender can find a way to replace mouse wheel rolling control for pen.  I am very used to model and animate in blender with pen.  Now I use the touch ring on the tablet to do the mouse wheel rolling works.

    Polygonal modeling is difficult when it comes to complex hard surface modeling with a lot of bevels and boolean.  While CAD programs are good at those functions it has difficult time to create free form curvy hard surface.  I feel the balanced solution to achieve both (if not look for engineer level accuracy) is to do it in sculpting and have a nice auto retopo function to retopo the final models.

    I feel the modeling room in 3d coat should not be meant to achieve complex polygonal modeling (meaning it should not compete with blender), it should be for convenience to make standard hard surface forms such as pipes, wheels, cans, bottles, bolts...etc to improve the efficiency for 3d coat's sculpting,  so we don't need to sculpt those then retopo later because we can easily make those in modeling room with nice topology by default.

    Especially for design, sculpting is still the best workflow, when constantly dealing with topology, face, edge, vertex there's no much energy left for being creative.

    • Like 1
  10. On 3/29/2023 at 5:04 PM, awhawkins said:

    I am a blender and former zBrush user who is considering purchasing 3dcoat. I  like to create base meshes using primitaves like Shane Olson.  I have been creating my basemeshes in Blender similar to the one below where each part is in it own layer until it is time to merge and sculpt in the details.  As I am learning 3dcoat, I have not figured out a way to create each part on its own layer to manipulate that shape without changing the other layers as I do in Blender.  Can someone explain how to do this or point me in the right direction?  Also, can someone recommend some tutorials for newbies for this software?

     

    WO_1.png

    I guess you have "auto pick" on?  On the very top of the tool bar.  If you have have it on, you will automatically switch to another layer when you touch those mesh in that layer.

  11. 18 hours ago, Koray said:

    Watched ZB 2023.1 update live stream. From the half wit new features I'm pretty sure the devs with actual ideas are not working on zb anymore. Not a single regular user will pay for updates like those.

    A quality of life sweep is needed for 3dcoat rather than vdm support.

    If things with companies continue like this, AI will win the market in my opinion.

    Cheers, 

    I have a feeling AI will win the market anyway in digital art industry, but I am not a tech person or AI developer, it's just a feeling.  If AI can automate 80%-90% of the crafting process, the current sculpting apps will only be needed for finishing the final touches.  The future is unknown, the fun of crafting digital art will still exist, just like doing oil painting nowadays.  

  12. I can't launch 3d coat executable file on linux in 2021.70.  Has anyone experienced the same?  

    I just re-downloaded 2021.31 and it was fine with 2021.31.

     

    Update: I replaced the "LinuxLibs" folder with the one from 2021.31, now it works.  The "LinuxLibs" folder in 2021.70 only has 2 files and the "LinuxLibs" folder in 2021.31 has 7 files.  I guess that's why.  

    • Like 1
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