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Posts posted by yoohasz
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You're right double clicking does rename a layer. I'm just coming from a blazing fast workflow that helps immensly. To be specific: in blender if you press F2 then wherever your cursor is a renaming dialogue pops up and you can already type away, giving the current layer a sensible name. This makes the long list of layers readable, and is faster than straining your eyes by looking at the outliner or in this case voxlayer list. Especially if you have a lot of layers.
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I vote for less clicks, no matter where we put the UI, sorry I'm a bit vague here, but I don't have a preference other than speed and ease. I liked the tab version actually.
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Hi Haikalle!
Thanks for being open about this, and for all your work so far. Given that blender is getting so much attention it would be a pity if the bridge between 3DC and B3D wouldn't be seamless. Does @Andrew Shpagin
have any ideas for this perhaps? I feel that quite a few artists choose these two in combo for serious work (Okay I'm biased I admit
Good luck with Uni. I hope you find an opportunity to use 3Dcoat in your studies. For example I think that taking notes in 3D is the future (of sillyness :P ) But imagine sculpting math functions in the voxel room okay, enough of this!
Cheers!
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As I think of it although a fast workflow slows down when renaming, a quick renaming hotkey can ease the pain, like the F2 hotkey in blender. It works all over the UI and is the fastest way to attempt some kind of written order in the outliner.
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Hi!
This might be tricky, since there are multiplre types of layers in 3DCoat, but I'm curious. Can I assign a hotkey to the command "rename". This would be helpful in the sculptroom mainly, since I tend to use more layers there, than in the paint room. So essentially renaimng a sculpt layer is what I'd like to assign a hotkey to. Right clicking on a voxlayer, then hovering over the rename text in the right click menu, then pressing 'END' didn't work for me.
Thanks for any help.
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wow and these are thin objects that I always find hard to retopo. Nice!
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I found a funny bug I can reproduce multiple times. Retopo room, only affecting the Torus primitive object. Version 4.9.0.5. Please see 1 minute video recording of bug. I didn't go through all primitives, but torus is stable at doing this error.
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I actually just found a bug that I'll report in the beta forum, meet you over there! 3Dcoat still the *goat* though!
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Cool experiments. I had a retopo session last night. Hmmm yummy, and I really enjow solving topo problems (perv) I started out with autopo and did a manual pass after that it speeds up so much of the work! I think 3Dcoat is unmatched in manual or auto retopology.
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Okay thanks, that will be a decent workaround. Thank you Carlos!
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Hi!
Sorry for not finding an answer to this seemingly simple question. I'm stuck, I did search briefly, but think that asking will be quicker. So besides merging one voxel sculpt layer with another (where the merged voxel mesh inherets the shader), how can I copy and paste one layer's shader onto another one? I need this for visual purposes, while keeping certain elements separate and not merging them into one voxel mesh. Oh, and I ask this because I modified a basic shader to my liking and therefore it became a custom shader.Thank you for any help!
Edit: So before suggesting that I make a new shader and modify that one, I'd like to use my already existing shader that I have tweaked.
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Yes. I stand corrected. Designer is what I meant. Not painter. 3Dcoat has similar power to painter I imagine. Thanks! I'm just mesmarized by unlimited resolution (procedural stuff) combined with manual assistance if needed.
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Hmm, maybe this video is a good explainer (sorry, I couldn't find anything too short). And remember this isn't about changing 3dcoat into substance, although I might have read soemething about Andrew working on a nodal system (sorry if I'm mistaken).
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By the way I am aware of the fundamental differences of the node based behaviour (substnce) vs the layered approach (3dcoat) I just have faith that with good techniques (clever masking and tweaking smart material settings, or anything I'm not aware of) we can acheive similar results. I'm not exactly that keen on acheiving non destructive materials for that matter. Please say so if my goal is too ambitious, or just plain stupid, but always add a reason for your claims.
Cheers.
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To clarify: I really like 3Dcoat and use it as my main and only texturing and sculpting app. I bought it way back in 2010 and have been wanting to go real deep into knowing the software like a real pro. Problem was I worked as an animator, so I didn't *need* it on a daily basis. Now that's changed and I'm all in using it as a main source of income besides blender. So the question arises: can I and how do I paint some Substance style fabulous textures like I see on forums all over in 3DCoat?
I'm convinced that it's possible, you "only" need to know the "quirks and features" (Thanks Doug Demuro) of the app. Cause there are many. I recently challenged myself to paint a tiled landscape texture on a single plane. So in essence, nice hills on a plane and a river running through in the middle. The really bad .gif tries to explain. This is a single layer or two of texture painting and is pretty lousy, but you get the idea of me thinking about that substance painter type of goodness.
So my question is, has anyone tried this approach with success? What tips and tricks should we know about to proceed?
Thanks, cheers!
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On 8/13/2019 at 7:55 PM, Mikey1018 said:
Hi! I'm experiencing a problem when trying to make the applink work. I can export the model to 3D Coat, paint it and export it back into Blender, but no textures transfer from 3D Coat (the model is just white), when looking at the nodes in the shader editor, it only has the default Principled BSDF node, there's no applink node with all the maps themselves. The images are exported fine if looking for them in the folder with the exported .fbx model, they just don't get loaded automatically in Blender like in the tutorial video. Can someone help me find out what am I doing wrong? (I tried it both with the simple starter cube and more complex objects, the result is the same)
I can confirm this, I would very much like to use the applink, and I get the exact same result as @Mikey1018 unfortunately. Both on the official 2.80 release, and on the daily builds of yesterday too. Oh, okay I see @haikalle is moving at the moment. Patience will solve this problem :). Until then I'm goin manual I guess. Thanks in advance when this is solved.
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Oh, wow such a quick response. Tomorrow afternoon I can test it again. Thank you both, God bless!
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I hope this is enough info to at least have an idea of what could be wrong. Thanks again.
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Hi guys!
I do need urgent help here, so please consider this: I have a turbosquid .obj file (purchased legally) and I need to open it (flying dino) it's an obj. It has UDIM style UVs 3 tiles to be exact: 1001,1002,1003 and everytime I try to open it with different settings (default import, clicking import tiles as UV sets etc) I have no luck. First I had crashes, but that was due to having multiple mesh islands combined having overlapping UVS and multiple UV sets (probably a no-no) solved that. I can import the single mesh piece finally but now at least one of three tiles gets abnormally scaled in U or V direction?! making it useless. The best result so far was having two intact UV tiles 1001 and 1002 but the third tile for some reason goes nuts. if anyone can open it in any 4.x version of 3DCoat I'd be greatful to learn about what I'm doing wrong. Thank you for any and all help:
The .obj in question is here:
p.s: I'm using the latest 4.9.04. version. And the model works fine in a special UDIM branch of blender (all UDIM tiles are intact), but I'd rather paint textures in 3DCoat for obvious reasons.
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I wrote in the wrong topic. How do I delete a post? Excuse me.
3DCoat 4.9 BETA testing thread
in New Releases, Bugs Reports & Development Discussion
Posted
So off the bat! Wow. Nice redesign of the UI Andrew! Feels fresh! I do have to relearn some icons, but hey, first world problems. Now I'll just have to find how to use Sculpt Layers after activating it in the preferences. Clap-clap! i love it though!