Jump to content
3DCoat Forums

liok

Member
  • Posts

    70
  • Joined

  • Last visited

Contact Methods

  • Website URL
    https://www.artstation.com/liok

Profile Information

  • Gender
    Male

Recent Profile Visitors

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

liok's Achievements

  1. It might be the same bug, or connected, but while this menu is open (if you don't click cancel) doing anything like clicking File or anything else than clicking on the popup, will "explode" the current sculpt mesh like if you sculpted with a massive brush on it. (bit frightening as ctrl+Z or Ctrl+s does this sculpt explosion too.)
  2. just updated to latest stable .29, when clicking the UI with move brush, it affect the model:
  3. When exporting a sculpt object, face normals seems to be always broken if no decimation is applied: https://www.dropbox.com/s/qm1p7yupdd6duig/Galek_hand_teeth_A002.3b?dl=0 (need to recalculate outside, set from face in edit mode in Blender for example.)
  4. Latest stable .24 has an issue with lasso that seems to jiggle: it's actually on all tools, but seems to come from importing an fbx. https://www.dropbox.com/s/cm8m9x3eb2n8wce/Galek_hand_teeth_A001.3b?dl=0
  5. I've been trying to make displacement work in Coat for years, I still can't figure out how to make even a sphere with displacement. What I understand is the mesh needs to be quads, because Coat cannot display subdivided/tesselated triangle/decimated mesh. And once you bake with normal map, it's over, baking the displacement is not possible anymore unless you're willing to delete all the work done in paint room. So you need to bake displacement from the start, but "Flat displacement" creates these issues like the topology appears in the displacement: And the Per pixel painting w/ displacement seems to work even if it bakes the displacement in each sculpt object layer instead of in a displacement layer, but it's clearly written in the tooltip to not use it.. for.. reasons. I think all this baking menu should be scrapped and remade properly, with kinda just one option, "bake", and then it just bakes, the depth, in a normal map layer, that will be useful for small details, and in a displacement layer, that you can toggle on if you want tesselation in Coat and displacement in your render engine.. I'm art directing a series adapted from a video game, I would love to convince the production to use Coat, but if even after years of research I can't manage to do the simplest thing like having displacement, it's really discouraging. So I guess to do a film asset, instead of baking with normal map, you "Bake w/per Pixel Painting w/ Displacement" (that's a way too long name) and you don't care about the tooltip stating "It does not work well", because it seems to work, as opposed to Flat displacement that has this topology artifacts no matter what you do. If that's the official way to make a non game asset, I really think this button should be named something like "BAKE WITH DISPLACEMENT + NORMAL" and the tooltip should be erased, removed. Or like really ideally having just one single bake button, and be able to toggle OFF displacement if you don't need it and if it slows down baking time.. but this baking menu has always been so extremely confusing and over crowded with words. It seems it's all residues and bits that stayed there since 2006 or something, and that it should have long been cleaned and simplified into one or tow buttons, normal or disp.
  6. Ah ok the technique currently is to rename with like a "TEMP" suffix the instal and documents fodler, and if there is an issue just delete/rename the new ones and remove the suffix on the old ones ?
  7. Ah yes, when we instal a beta, it actually erase our current Coat instal, so if there's an issue we can't go back. Installing manually with another name might cause the Space mouse 3DConnexion to again consider it a different program and lose all prefs. The way Blender does it is perfect I believe, you never loose any prefs and betas are just unzipped where you want. Here I'm in the middle of a project so I'm not sure it's worth taking the risk installing .21, I could instal it in "\3DCoat-2022-BETA21" for example but it might overwrite again my prefs.
  8. Ah I thought .16 was latest stable, as it's the one offered for download on the main page, will try in .21. I'm always a bit afraid to instal a new version in a middle of a project because of the possibility to loose the prefs. I still never managed to build an alpha/stencil/strips library in Coat as I lost it each I did, I redid all my tools from scratch since the ones from 4.8 were not compatible/not doing anything anymore. It would be nice like in photoshop to be able to delete all default alphas/brushes, and only keep our own, maybe in a single file that we can backup like in photoshop, even if then we cannot manage them one by one in windows.
  9. Since I installed 2022.16 I think, I have crashes whenever I do kinda anything on surface meshes, like re-symetrizing, cutting ect.. it's systematic, always does it, and on a variety of scenes as I worked on 6 different characters. Maybe the fact that the meshes are more than a million poly, but I have 64Go Ram and RTX3090. One interesting point is that I did seem to have managed to symmetrized, and then crashed, as I can see the mesh looks symmetric greyed out behind the crash message.
  10. We still have the issue where nothing happens when we try using the lasso, polygonal lasso too, it just doesn't start to draw the lasso when clicking, on any tool it seems.
  11. sometimes when sculpting, doing nothing special apart maybe the "Auto - subdivide" option On, this happens to the file, only solution is using autosave: :
  12. This would be nice as it happened to me quite often to break/corrupt my vox mesh because I forgot a part was hidden after doing a VoxHidden.
  13. A very small issue, but when exporting object/textures, the file explorer for the object is all good, but the one for texture is a very slow/unpractical to navigate popup, instead of the windows file explorer where we can paste a directory address like for the object export path.
  14. -Something quite counter intuitive is that the Brush Option Panel, affects each Brush, so every time you change your alpha on a tool, it reset the whole Brush settings. But the conventional approach would be that you set your tool, like Depth streght/modulator, jitter position/opacity ect.. and then you can select an alpha, or another one ect.. Like you do a skin Tool that jitters or paint a skin pore texture, and then you change to your 4-5 different skin pores alphas with this tool. But currently if you click on another alpha it resets to default the whole Brush Option Panel. Brushes should be nameds Alphas, because they are not Brushes like in photoshop (Brush= Alpha+tool settings in photoshop, here in Coat a brush is just an alpha, which is nice you can change alpha on the fly while keeping your tool) Brush should not exist as a term in Coat, we should just have Tool (default), Tool Presets (the one you create with proper settings and alpha) and Alphas. From my perspective anyway, it's just that I can't comfortably switch alpha as it resets the options.
  15. -yup another case of tool preset breaking when updating Coat, the alpha in this case is actually visible on the tool preset, but it's the default round alpha that is selected in Brush panel, and that is used in 3d, although the correct alphas that's visible in the tool preset is still there in Coat in a folder I made, Coat just lost the connection to it on the tool preset when updating it seems.
×
×
  • Create New...