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Lizbot

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Posts posted by Lizbot

  1. 4 minutes ago, AbnRanger said:

    Perhaps you should close the app and restart it. Maybe that will refresh what's stored in memory. Sometimes it helps, when 3DCoat seems to be acting up. If that doesn't help, create a new layer and try to use that one, instead. Also, make sure you have the right VoxTree (now called SculptTree) layer selected it's not ghosted. Additionally, you may want to check and see if your DEPTH value in the Toolbar is sufficient to actually affect the surface. It's hard to diagnose with no visual aid like a Screen Recording or Screen Grab.

    I already stated previously that restarting the program and resetting it in the preferences did nothing. So this gif is the only way i know how to show you. As you can see the move tool is activated. You can also see the layer is visible. You can also see that move degree is 16%.  As soon as i try to move the object it gives the message.

    https://gyazo.com/c600cd9e262ebd2a1719659c5b0da042

  2. 14 hours ago, stusutcliffe said:

    This is a coincidence, Ive been getting the same sort of thing the last couple of days. I think it may be something to do with sculpt layers. ( not activated with me though)  i am currently sculpting a model whilst simultanously drawing on guide lines in the paint room . If I make the paint layer invisible to see the sculpt clearer I get that message also.....so what I did is, in the paint room I just made a fresh layer then everything was ok again. I think it may be a sculpt layer thing ,but like I said the beta tool is not activated on my 3dcoat.

    Thanks I had to go check this and it was off and so were beta tools, still trying to figure out why its not letting me move on a visible layer.

  3. Thanks. I thought it was obvious the layer is not invisible. Hence the confusion why it’s giving me the invisible layer message. 

     

    Is is there some setting I could have triggered with a hot key. There is no list of hot key assignments I can find to check this. 

    Just to confirm. 

    The layer is visible and I’m using the move tool exactly how I was using it only days earlier on the same project. Only now I get the above mentioned message. 

  4. Thanks. Voxelize immediately is ticked. When I try to use the move tool it doesn’t work and brings up that message. 

    The retopo is visible but it does it even with the retopo turned off. How can I fix this please. I cannot progress on this project. I’ve tried resetting the program and saving a new file. It’s never happened before. I’m using the move tool exactly how I’ve always used it. What have I done wrong. 

  5. 12 hours ago, AbnRanger said:

    ....and as Carlos said, SNAPPING TO VERTEX on a high poly object is very impractical because there are way too many vertices under your brush for it to accurately determine which one to snap to. That's why applications that have vertex snapping are generally designed for lower polygon models. Try using Vertex Snapping in 3ds Max on a dense mesh. It will be a nightmare. Is that what you want?

    idgaf im not using those programs, am i. this is also the community board for 3d coat so.. w/e

  6. 1 minute ago, Innovine said:

    Ahh, got you, I thought you only needed to tile on the horizontal plane. Sounds like 3d coat isn't the right tool for this job then.

    yes unfortunately i found out after spending days making those models lol, as you can probably tell from my original post i was pretty frustrated about it. 3d coats amazing (though having a lot of annoying bugs atm ) still love the program, its amazing :)

  7. 27 minutes ago, Innovine said:

    Push the middle points around a bit, leave the 8 points of the flattened cube on the corners, of course. That's the point?

    Let me try and clarify... create the retopo first, from a primitive. Then when you go to sculpt room and import, it exactly fills the retopo mesh (to the limits of the layer resolution, which you can crank up a bit). You now have a flattened, perfect cube in retopo room, and the same shape in sculpt (with slightly rounded edges). Now if you route out some areas in sculpt, when you go back to retopo you can subdivide the cube and move the inner points to match the routed areas. Just using the Split Rings tool will snap to the surface and you get nice alignments very easily. The edges of the cube will still be perfectly in place, and will still tile seamlessly. You don't move those. If you need to, you can subdivide the edges and use the transform tool to move them up and down. It's probably not 3dcoats strong point, but I don't see offhand why this wouldn't work. 

    Might even be an advantage to model the tiles in blender, and extrude the faces, then import those as both retopo and sculpt objects, and add small normal map details to the sculpt, and bake, I've been experimenting with this direction.

     

     

    yes i get what you are saying, but ill clarify, every edge has to be exact to the the edge, even the cuts and indents because they will need to line up with the next pieces cuts and indents the same so if i push any edge or part ive cut out around, that wont be the case any longer since it doesnt snap to exact edges. pushing points around isnt exact so unless im missing something youre saying, it wont be the result i need. im not sure if you saw the original picture i posted with the multiple pieces. the other issue is, if i auto retopo without decimation its way too high poly, i want a peice of mesh that is perhaps 20 faces max, which is easy to do in maya in a longer more boring way because its not clay modelling. if that makes sense. also to get a perfect square cube id have to have 50 million resolution or something and having that many pieces at once, my pc cant handle that , i mean i have 32 gigs but its not going to handle it. as carlosan said, 3d coat cant do this particulat thing, its great for most things but not this kind of exact hardmodelling

     

  8. 3 minutes ago, Innovine said:

    I'm fairly new to 3d coat so forgive if I'm off here.. but have you tried creating a flattened cube in the retopo room from its cube primitive FIRST, then going to the sculpt room and importing the retopo object to the sculpt room? This'll give you the exact right dimensions, and your retopo object now matches the sculpt object exactly. You can then do some cuts with limited depth, and go back to the retopo room and either bake the high poly detail into the normals, or you can use split ring tool to subdivide the retopo object, select individual faces and transform them, and generally push the points around a bit?

     

    Even if i were to, the act of pushing the points around a bit makes it out of alignment. it doesnt snap to the exact edge of anything, meaning if i have two parts of path for example that will be butting up against each other in another platform, the mesh has to be exact or it will stand out very clearly when its put together, the mesh i am trying to retopo still has a rounded edge to it even at extremely high resolution so when i do the retopo by decimation which is the only viable way ive found to do it, it calculates the rounded part too and i end up with a mess. I have put it aside as i wasted too many days trying to find away to do it. ill have to make it in another program then import it to 3dcoat to uv and paint but it will be another time, im new to 3d coat also so i appreciate you suggestion i may give it a try anyway. thanks

  9. Hi there i mentioned this after a few hours of the new release and someone said it was a "new feature" now I cant imagine any work flow where this is an actual help so, can someone tell me how i can disable this, or when this is going to be reversed, its really really a problem for me. I did see a mention somewhere that it was indeed a bug but i cannot find the thread again and i dont have a lot of time to look. so please dont jump on me for starting anew topic, i just want to know when this will be dealt with. i just got the update yesterday and its still doing it.

  10. 7 minutes ago, Carlosan said:

    Is not possible to snap to exact edges, sorry.

    3DC is a software used for sculpt modelling, you are asking for hardsurface modeling,

     

    3D coat should stop marketing its program as possible to do hard surface modelling then or make some changes. what a waste of time ive made all because the videos say you can hardsurface model. its a great program for organic but i really wish 3d coat was less confusing on its capabilities. why does it have retopo by decimation for hardsurface if you cant hardsurface model. shouldn't snapping to an exact point be a feature.

  11. 12 minutes ago, Carlosan said:

    Hi 

    Hope this help

    No.

    None of these show anything to snap to exact edges, i already looked at them before i asked on the forum. Is it impossible for 3d coat to snap to exact edges? on hard surface?  the instant mesh is way too high poly and at the lowest poly it doesnt even keep the shape. nothing works except the retopo via decimation but even that is a mess because i cant get the sculpts to be exact square on the edges. its needs to be exact. so it can line up when put together. it will be noticable like dogs balls if i line it up with move tool as i cannot find a way for it to snap to exact edges. this program has become my nightmare and im about to just delete it

  12. hello? anyone?

     

    the problem as far as i can see is even though i made the shapes very high poly, the edges are not square. they are rounded so it messes up the retopo. its impossible as far as i can see to do a manual retopo on hard surfaces in 3d coat to eact edges because the move tool does not allow you to snap to edges!

    Is this urgent help forum or am i putting his in the wrong place, this isnt a hobby for me, this is my job, can someone please help or why am i using 3d coat.

  13. Hi there can anyone tell me how to hard surface to exact corners etc but extremely low poly as in, one face per flat surface for most of these parts. must be exact though. I have tried all kinds of auto retopo settings and even tried to do it manually but nothing is working, when i do the hard surface autopo it does not merge the corner vertices and overlaps faces, then when i try to merge them using the move tool it makes it get out of alignment. I just don't know enough about the technique or this program to do it correctly.  When i do it manually it does not let me snap to the exact edges, maybe i am doing it wrong. Any help is really appreciated. Many thanks

    roadpack.png

  14. 1 hour ago, Carlosan said:

    Only UVset roadtop2 have retopo group done.

    sidesstonescrossroad and roadtop dont have any retopo done.

    Any vertex are snapping to voxmodel without any issue.

    If you need to move selected islands to another UVset 

    - Pick Select tool

    - Select the islands on UVPreview

    - Use the command Move selected faces to another UVset

    Use this version, i can snap without any trouble. Do you ?

     

     

    tjunctionroad2.zip

    There is only retopo on one uv set because you told me to merge uv sets :/

    Your file lets me snap to voxmodel but mine does not, what did you change?

  15. 5 hours ago, Carlosan said:

    Create any link using wetransfer (fill with any fantasy name mail) or use dropbox o googledrive and post it here please.

    https://www.dropbox.com/s/wfs93q18vvaxp5v/tjunctionroad.3b?dl=0

    https://www.dropbox.com/s/0otewrezu0fkunm/crossroad.3b?dl=0

    Thank you, the crossroad file is the original, the tjunction is the changed one that wont snap the retopo. i dont even know if i am doing everything correctly i just learnt from watching tutorials and making errors, i just do what works, any suggestions are appreciated.

    • Like 1
  16. 25 minutes ago, Carlosan said:

    Could you share the model to take a look ?

    Is hard to help without an image reference.

    Yes sorry, i hope this is good enough, if not you will have to tell me how youd like me to share it, im sorry i had a rough day and this didnt help. Any help is appreciated.

    retopochanges.png

    tjunctionaftersculptchange.png

    crossroadswithretopo.jpg

    crossroads unchanged.jpg

    shot of retopo not snapping to surface.png

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