Jump to content
3DCoat Forums

yoohasz

Member
  • Posts

    80
  • Joined

  • Last visited

Posts posted by yoohasz

  1. Hi All!

     

    I've used 3DCoat for texture painting years ago quite  abit (4.xx series) but I've never seen this viewport glitch before (pls see video). When I use the fill tool, and the smart material preview is open, I see these pulsating faces. Is this normal? I just updated my nvidia driver, but it still persists. So this was the case before and after updating the driver. Can anyone help? Thanks.

     

    EDIT: this is version 2024.13, but I had this issue in previous versions too 2024.09 for example. 

    • Confused 1
  2. Hi!

    Since the modeling room already has something similar (when creating an array ech instance gets a random color) it would be really nice if sculpting in the sculpt room could have a random color per object overlay (or temp shader) like blenders has. When sculpting rocks and using the split tool I have to recolor every new shader to see where my new splits are. If this could be  done automatically it would speed up sculpting  a lot.image.thumb.png.48d9c9c9b073edd52cc4260c976130b1.png 

  3. 1 hour ago, Elemeno said:

    @yoohasz you can use the [] to increase and decrease while using blob

    @Elemeno yeah, thanks for the tip, problem is, I don't use an english keyboard and the brackets aren't quite usable for this (they're elswhere) but the right mouse click + drag is the fastest and most intuitive way to adjust radius, no wonder Andrew had this as a feature from the get go. Setting the brush strength and radius these ways is by far the best brush handling gestures I know of in any software, better than PS or Krita, etc. @digman again thanks for teaching me a new function! In the case of array constraint I think here to would be anice thing to utilize the x,y,z hotkeys since they work so well for translation and rot, scale! 

  4. digman! You rock! I will confess that the curve (brush? or what is it, a tool rather?) with the red and green spheres annoy me because i cant use my favourite curve type (see image) Or can I? If yes pls show me how/where? Onject on curve is a super cool approach using the rope! The Lathe tool is in the modeling room right? I'm so lost there, and will give it a spin when I redo this problem ;

    I love your solution! 

    IMG_20240120_132720.jpg

  5. Hi! I thought of a nerdy thing to do: challenge myself and preferably others to do something (a fairly specific problem) the most efficient/elegant way possible - in 3DCoat.

    Now there are techniques and stuff that make sense to do in other apps, but learning 3Dcoat is worth it, since it offers so much. So if you have a specific problem you need to solve try making a short demo of it and asking fellow artists for better workflows. We could even do an informal series of "How would you solve it?" videos to throw around techniques, and learn from each other.

    I'll start:

    Creating a realistic basketball net in 3Dcoat. Please enlighten me if there's a more simple way of doing this. Thanks. 

     

     

    • Like 1
  6. Hi all! I have yet again picked up 3Dcoat (every new year I do this) and this time I'd like to make it my other secret weapon (besides blender). To reach this goal I'm practicing every day, even though 3DC is not part of my workplace's official pipeline. 

    Question1:  mainly to the veterans ( @carlosan ): is there a "Tips and tricks" type of thread here on the forum that has a list of neat tricks that can boost the learning experience? If so please drop a link in this thread. I searched and didn't really find any. What Jan van den Hemel is doing for blender (https://www.blendersecrets.org/) is so useful and 3dcoat could benefit from something similar.

    Q2: would there be interest for a thread that would challenge users to do a certain thing better than the original post? It could have a certain naming convention attached to it such as:

    Do it better: Realistic Basketball net modeling in 3dcoat (see example)

    Do it better: sculpting a faceted rock in 3dcoat

    Do it better: creating wires in 3dcoat   

    etc. you get the picture. . . 

    The problems should be fairly specific

    Example: Let's model, or sculpt a realistic basketball net in 3DCoat. Then the original poster does a solution (in the form of short videos, a gif, maybe annotated images? ), and asks for others to do it in a more efficient/elegant way - if possible. This could trigger a nice tips and tricks learning circle of 3dcoat nerds :) Competition isn't the point here, helping each other is. This software has so much to offer ( I realize this as I rediscover it.) 

    Thoughts? If there's any interest I could do a thread for the basketball net problem since I actually tried to make one, and that is when I thought: there must be an easier way o do this in 3Dcoat :) 

    basketball_net.png

    • Like 1
  7. I will echo the importance of this brush )trim border smooth. Especially where I'm drooling over zbrush rock sculpting videos, and am trying to mimick that workflow in 3DC. In blender the scrape brush is something that tries hard to be what the zbrush brush is but it fails (gets close but, it just isn't a Zbrush level tool) 

    The other brush that's really neat and usually goes hand in hand with the trim border smooth brush is the hpolish brush.

    My experiences/ experiments so far have been underwhelming in 3Dcoat trying to iron out a robust rock sculpting workflow that can match what zbrush has to offer. Now I'm not interested in using rock alphas, since those should be the last level of polish when aiming for either art directed rocks or rocks that have to fill a specific volume. I have several hours of trial and error so far, I might create a thread where I'll try and post my findings, maybe someone can speed up my progress. I have faith that 3DC can be the go to rock sculpting app, but right now it isn't. And I'm not talking about those diamond shaped super clean crytsal like rocks that can be done in any sw after a few clicks. I'm after various kinds of beautiful, intricate and somewhat controlled organic rock surfaces such as these: 

    717a426824ada444762dc19672c93b56.png   

    626b59e321c891b148a116de9c397117.jpgalen-vejzovic-krivi.jpg?1466115213

    • Like 1
  8. 7 hours ago, haikalle said:

    @yoohasz

    Keeping this connection between these two apps even if you close them is one the main ideas of this addon. If there is issues with this regard please give me steps to see the bug and I will try to fix it.

    Main idea of this addon is just to create nodes for user. Thats the basic idea. Usually users wants to tweak textures in blender, so those extra nodes helps to do that. 

    Hi!

    Thank you!

    I know that keeping the connection is a key point, I just haven't found a flexible way to really "abuse" this freedom (in a good way of course)

    So example:

    I'd like to authour an asset, and save it with textures, and maybe add a new set of textures to the same asset later on. So in essence have one blender scene, with a single model, but have two different textures (made in 3DC and exported via applink). I would save two different 3DC files of course, but can i do this? Is it possible? Or what would be the smart way to approach this?

     

    Another example, where I have multiple models in a single .blend file (an environment scene) and i'd like to start texturing the different models one-by-one via tha app-link, sending the data back--and forth between blender and 3dc, and tweaking textures, making versions etc, but in the meantime keeping a tidy and comprehensible structure of saved textures, etc.

     

    Am I asking for too much? If so i apologize, and welcome any advice in this regard!

     

    Thank you.

     

     

     

  9. Hi! There's something I'm confused about regarding this applink, and that is the 3DCoat applink group node itself. What is the use of it exactly? I can see a bunch of RGB curve nodes, color ramp nodes and multiply nodes all set to a number that doesn't alter anything (for example multiply set to value of 1, untouched RGB node etc) I piped the plain textures into a principle BSDF and got the exact same result as I did with the applink group node. So I'm asking with respect: are these extra nodes just put in to have them set-up and ready for map tweaking if we want, or are they just a legacy of when 3DCoat and blender had different ways of handling value maps (because I do remember being surprised at how shiny my material was a few years ago in blender, when it lookd decent in 3Dcoat etc). 

     

    Thanks, I'm also interested in a workflow, where I can model something in blender, send it to 3DC, texture it, then send it back to blender (I'm fine, and CAN do this in fact) but then close both apps, shut down the PC and come back a week later to my asset and be able to have that dynamic back and forth with the two apps like I never even left my asset for a week. Is this currently possible, my tests weren't too successful in this regard, so I thank anyone who can point me in the right direction to do this. 

     

    Cheers.

    Thanks a lot

    Adam

     

     

  10. 12 hours ago, carrots said:

    Thank you for message!
    Yes, this error appeared in version 4.9.07 and will be fixed in the next update.
    Now you can overwrite these files in the folder where you installed 3DCoat, and writing to the file will work again
    https://www.google.com/url?q=https://drive.google.com/open?id%3D1WIBsLjKVFX46n1ewIVMIvbuNHIj229b1&sa=D&source=hangouts&ust=1573065649213000&usg=AFQjCNEy-D8HmFrVydTi5n5rKrXJZzpEUQ

    By default, you need to copy these files to the folder:
    ‪C:\Program Files\3DCoat-V4.9.07

    Thanks, that solved my problem.

    • Like 1
  11. 52 minutes ago, carrots said:

    Thank you for message!
    Yes, this error appeared in version 4.9.07 and will be fixed in the next update.
    Now you can overwrite these files in the folder where you installed 3DCoat, and writing to the file will work again
    https://www.google.com/url?q=https://drive.google.com/open?id%3D1WIBsLjKVFX46n1ewIVMIvbuNHIj229b1&sa=D&source=hangouts&ust=1573065649213000&usg=AFQjCNEy-D8HmFrVydTi5n5rKrXJZzpEUQ

    By default, you need to copy these files to the folder:
    ‪C:\Program Files\3DCoat-V4.9.07

    Wow! Thanks for the quick response as a token of my appreciation here is my printscreen of the awesome SSS that the 3Dcoat renderer produces, that is why it's important to have it working (for me at least).

    image.thumb.png.c325e93a4e099a5c74d08686c72abea9.png

    • Like 3
  12. Hi!

     

    The new curves are driving me nuts. I mean I clearly don't know how to use them, and am trying to get back to the speed of the old ways (how the curves tools behaved when they were only green colored, not this new red version) So please, with all due respect can anyone point me in the right direction regarding the new curve engine? How can I use this new curve toolset with the speed of the old one? I am missing something here, so please help me find it. BTW, i use curves for texturing in the paint room mainly. A short example is the spline tool: in the old version I click-click-clicked and double clicked and voila a closed spline was born, where the points were immediately editable, adjustable etc. Now, the red spline turns uneditable on completion, and the points just vanish, and i have to click an extra icon to edit them again. It slows me down especially when I'm not familiar with the curves icons. I just used curves without even noticing the icon set in the old version. Just by right clicking and dragging etc. 

     

    Whew. So please if anyone has a good resource on this : heeelp :)

     

    Thank you.

×
×
  • Create New...