Jump to content
3DCoat Forums

smatthews1999

Member
  • Posts

    24
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

smatthews1999's Achievements

Neophyte

Neophyte (2/11)

4

Reputation

1

Community Answers

  1. I tried this recently on an imported mesh. Works really well. Is it even documented?
  2. The UI weirdness never ends with 3D Coat. This should be in preferences.
  3. 2020 and this is still a YUGE problem. The worst of it is that it works fine initially, and as you proceed with any brushing, snapping, etc. you will then realize that a large portion of your retopo has snapped to the other side. It makes a 2 hour job 4 hours. So sad this is still as broken AF.
  4. The problem here is that the retopo mesh vertices will at random snap to the inside of the mesh. It doesn't do this initially. At first it looks good... and then at some point .. you start to notice that random vertices have snapped to the INSIDE of the mesh instead of the outside. This is in the case of a thin mesh such as cloth. Any kind of brushing, snapping, relaxing will not dislodge the vert. You need to delete and recreate the polygon. I have tried all the suggestions here as well as all the snapping options to no avail. I guess the solution is never retopo anything thinner than a brick.
  5. Thanks for asking. At some point I was no longer able to reproduce the problem so I didn't send the file. If it happens again I will revisit. Sam
  6. Thanks for that. I came up with the same setup except that I used Roughness where you have Glossiness, and it seemed to look really good. I will try your setup.
  7. I wonder if anyone could offer some guidance regarding preparing textures for Unity Lightweight Render Pipeline. The materials in Unity consist of an Albedo, Normal, and a channel packed texture consisting of Metallic/Occlusion/Smoothness in the R/G and Alpha channel. No idea why the other 2 are skipped. Does this look like the correct approach? Thanks for any help.
  8. Yes I do have a 3DC device connected. I was able to export volumes into separate 3B files and the problem subsided. I was able to recreate the problem several times... In the Retopo room... once I started using Quads, then suddenly the shaking began and continued from that point on, no matter what tool or room I went in. I will send you the broken file. Thanks
  9. I'm having some sudden and really bad flickering. Simply moving over objects causes them to shake right off the screen. Any attempt to rotate the screen also causes shake. I have reset all settings, unplugged hardware, rebooted, tried GL vs. DX versions all with no changes. I opened some other older projects and did not experience this problem... so I don't think it's my setup. Please help! screen_flicker.mp4
  10. Could someone offer an explanation as how this tool differs from the traditional Curves tool? That one can attach splines as well.
  11. I know this is all new, but if someone gets a chance to explain the intended purpose and functionality of this tool, I'm sure many people would benefit (including me). I have been toying with it and I've got to say I don't quite understand it. Below is an example. Left is a standard surface Pinch brush. Middle is a freehand closed Curve applied with the same Pinch brush. Right is an open Curve - same brush. I don't understand the results of the closed curve. Thanks.
  12. I recently stumbled across this toolset and can't find any docs/tutorials on how to use them. They are activated by selecting the Closed Spline pen tool. Anyone have some info? Thanks!
  13. Sent the file a while ago. This happened to me again after recreating several parts of the mesh. This time I was able to recover them by exporting the "invisible" mesh as a 3B file and then re-importing it again. Still no idea what could be happening.
  14. I updated them but no changes. I also tried turning off CUDA and running the "GL" version of 3D Coat. Oh well... thanks for your help.
  15. So just as a followup... I resigned to redo the missing parts of the mesh. I went into the same layer and added a Primitive. As soon as I applied, the "remnants" of my old mesh appeared. That ring and those boxes are part of the old mesh and have been merged with a new cylinder primitive. I know that makes ZERO sense but... the mesh is still there in some form, but is not showing itself.
×
×
  • Create New...