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Innovine

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Everything posted by Innovine

  1. Well, it docks correctly initially, but after working for a while I go to it and its tab is there but the window has become empty and I have to press "s" anyway to get it to display. Is this something fixable?
  2. How are you liking the Orange 10? I've been considering one myself for some time.
  3. Yeah, that sounds a lot like how I enjoy modelling too. The difference being I've been manually placing every vert and quad in the retopo room trying to get a model that looks like one constructed in a poly modelling way. I had big trouble getting the stroke tool to work on long, thin objects, but maybe that's just me. I had not considered autotopo for this; maybe I should give it a few more chances? I guess I am leaving retopo quite late too, then facing a huge job. I've been afraid to do it at the same time in case I change the sculpt and invalidate the retopo model. I'll give autotopo on small parts a go and see how it works out, thanks for the tips!
  4. I totally love the cutoff and vox hide tools though Its also very good at adding primitives and the symmetry is super nice, I really click with these things.
  5. Please update the post about mantis in the Announcements forum
  6. The Announcements section describes how to post bug reports on the forum. I have copied and pasted the template provided. Please update the announcements section if the instructions there are outdated.
  7. what is meant by soft booleans and how can I test this and see what it is?
  8. Hi, I would appreciate some advice from experienced artists about how to approach a project to model a complex structure with a lot of tiny parts, a bit like this: My goal is to have a low poly model for use in a game engine. Although I've only been working in 3dcoat a short time, I think I can manage something like this using sculpt room tools, but the thought of having to do the retopo, especially around all those struts fills me with despair. Should I be looking at modelling this with polygons in the retopo room directly, or in blender, and only using sculpt for small details to the normal maps? In general, if you were working on something like this in sculpt room, would you be paying massive attention to your use of layers, or would you just sculpt and sort out the layers and individual objects later on? Would you divide this into many 3d coat projects and merge them later, after retopo? Advice welcome because if I start off on the wrong foot I could waste so much time..
  9. Can anyone help? Should I re-write this to be more focussed on multiple objects with common uv set?
  10. Using space in layer names causes the baking name correspondance to fail Post: BUILD: latest 4.9 OS: Windows 10 HARDWARE & DRIVER: (If applicable) N/A BUG DESCRIPTION: the Name Correspondance feature does not do a proper string compare on the layer name. Instead it only compares the layer name up to the first found space character. STEPS TO REPRODUCE: Create two sculpt layers, "Layer 1" and "Layer 2". Create two retopo layers with the same names. Attempt to bake with Name Correspondance enabled. Both layers will be baked to a single "Layer".
  11. How do we create an account for Mantis, to report bugs? I do not see any possibility to create an account, and the anonymous account does not have privileges to create bugs. Is this just due to me accessing mantis on my phone?
  12. Is not OS limitation. Is 3d coat bad programming limitation. Has nothing to do with OS (linux fully supports long filenames with spaces). What makes you think the filename has anything to do with the layer name? Also, you mention the email is for support question and feature requests... do they not want bug reports? That would explain some things.
  13. Of course it can be fixed. Pilgway should use a proper string compare function, not some embarrassing home made junk that stops at a space. http://www.cplusplus.com/reference/string/string/compare/ I haven't seen anything requiring me to replace spaces with underscores since MS DOS. How do I open a bug on this, what is the bug reporting process?
  14. I want all my UVs to refer to the same set. I would like to have many objects, with only one material, one texture image. It will be a texture atlas.
  15. I am interested in creating several modular, grid-based interlocking objects, which I'd then move around and duplicate on a grid in my game engine to build my scene. The objects should all be using the same UV space and texture image. I need some help with a suitable workflow for working with this in 3d coat. I spent quite some time yesterday modelling pieces in blender (I like the low poly modelling there better). I managed to import these to the sculpt room, added some minor detail, and imported them again as retopo meshes. I was not able to get 3d coat to load the individual objects in the .fbx into different layers, so I had to export and import each one manually (annoying, but not the end of the world). I also managed to perform the name correspondance bake. However, when I export the objects and textures, 3d coat is merging all the objects into one. How can I avoid that? I tried exporting the objects one by one, but there's a problem that the normal maps are not merged, and the last one exported has all the previous objects normals blank. In Blender, I've placed the origin of the objects at the same place, so they can more easily be moved around on a grid later. This means that they all display in the same place in 3dcoat, which is ok, but not if it merges them together on export! It's really annoying to try and move an object in the retopo room, as the transform tool works on the visible objects, not the current layer. How can I work around this, it's really nasty to have to move objects when you can't see the ones around it. How would you improve on this workflow? I'm doing my texturing in Substance Painter, and it'd be a really useful thing to be able to toggle object visibility on and off in both 3d coat sculpt and substance painter, so I can better see how they look together. I'm open to any suggestions on how to go about this in a better way as these tests were filled with pain
  16. A suggestion for the strokes tool, when you start and stop your stroke outside the object, and then draw the spline down the middle... Firstly, I think there's a bug when dealing with long, thin objects. I was working on a model of a building scaffold, which had long, thin pipes. I was able to draw strokes across it, evenly spaced, and then the final stroke and it worked for short lengths, but if I tried adding one more stroke, it'd not generate anything at all. I could generate a mesh wrapping the first 10% of my pipe, sometimes more, but never the full length. Second, if you try this on a rectangular profile, like a table leg or a plank of wood maybe, and the number of sections is reduced to 4, it'd make perfect sense to me that the wrapping should try and land on the edges of the high poly mesh. I don't know how hard this is to achieve in code, but it would be slick and natural (like so much of the retopo room already is). If there's a quicker way to retopo long, thin rectangles and tubes please let me know as this was very frustrating and time consuming.
  17. When using the points and faces tool, the blue suggestion flickers wildly and often doesn't show up at all. A lot of my time is spent moving the mouse slowly around to find the magic pixel where it gets the quad I want. I think this can be much improved. Using the quad tool, the vertex snapping frequently snaps to a vertex under or behind the area I'm working on, creating very warped quad instead of the one I want, and this too could be improved a lot.
  18. Thanks! I don't think the seam is related to the normal map as I'm using the correct opengl one now. It's a different looking seam, also. Can I remove sharp edges somehow?
  19. When I import a low poly mesh from Blender to the Retopo room, it shows up having pink edges. Objects which I create myself directly in the retopo room dont have this pink edging. Can someone explain what these are? I also notice that when I bake and set up my object and normal map in Substance or Unity, there is a small but noticible seam along these edges.
  20. I just wasted an hour trying to find out why my retopo bakes were not coming out in the paint room. I finally discovered that if you have the Name Correspondance turned on, but you have spaces in the names of the layers, then 3d coat only corresponds using the first word in the layer name. In my case, I had multiple layers beginning with the same word, and this caused overwriting of the layers(?).
  21. Thanks, its working now, it was the OpenGL/DirectX setting.
  22. It looks to me like there are different UVs being used in the Retopo room and in the UV roioim. Can someone explain why this is? I do not see an Unwrap option in Retopo room. When I bake and switch to paint, the normal map is all wrong, like its using the wrong UVs. Please explain a bit about why there seems to be different models and UVs in Retopo, UV and paint, and maybe what Surface Materials is..
  23. Interesting! If i choose OpenGL in the substance import it looks ok. WHy are only some islands inverted though, I was expecting that an error there would affect the entire normal map, and not just random islands.
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