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About tritochke

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  1. tritochke

    retopo reference object - import and voxelization question

    Hi Carlosan I have, thank you for ur reply, however this did not help me out but I kinda figured out that issue was not in 3dcoat but rather in zbrush. On import Zbrush somehow baked it's shaders onto my reference model and so I couldn't really get proper results in 3dcoat because of that, so I just exported my high poly ref from zbrush again but this turned off any ppaint visible/invisible on the model and it's worked flawlessly. However, I'm having really big issues with ver 4.9.19 and high poly references, earlier when I used 4.5 version 3dcoat was able to import pretty dense meshes ( up to 20 mil poly's ) in the scene and now, with 4.9.19 crashes even on 1 mil. so, y, I know it's a beta phase, i'll wait till devs pick up on this and fix it or revert it back ( or maybe even make it better then before ) we can dream can we thx man
  2. tritochke

    3DCoat 4.9 <Open BETA> testing thread

    In ver 4.9.19 which I am currently testing out Ive noticed a really strange problem with layers within retopo room, both sculpttree and retopo objects layers are buged, and what I mean by that is if you try to hide / show particular layer in both of these panels they will hide every other layer ( NOT connected to them by any hierarchy, meaning this selected object that I am trying to hide is not parent to others, its single mesh totally unrelated ) . If you switch then all your layers in the panel on OR off several times 3dcoat will not hide selected layer sometimes, sometimes it will rename ALL existing layer with the same name as the layer you selected last...just, i cannot even explain the scope of these glitches, they are all random and they all have to do with hiding, naming and positioning of the existing layers, in other words....it's bad
  3. tritochke

    3DCoat 4.9 <Open BETA> testing thread

    Hi devs I am currently using 4.9.19 ver and off the bat i've noticed one serious problem with importing huge reference meshes using Voxel Sculpting option ( welcome screen ). Prior to this version It was possible to import really high ref meshes usually aroun 15 to 20 Mil poly's, but now this option is not possible anymore and If I try to import really low reference mesh, lets say 1 Mil 3DCoat will crash every time, no exceptions. I kinda hoped that with new updates 3DCoat would be able to handle even bigger reference object then 20 Mil, not loose this option in the process. Can anyone confirm this, any similar issues with heavy object handling ? thank you
  4. hi all I'm trying to retopo one model, my reference object came from zbrush and has roughly about 1 million poly's. few steps to explain my workflow : 1 : I select voxel sculpting ( through welcome screen category list ) and browse my reference model from disk in order to import it. 2 : Pop up window opens up and gives me several option to choose from, I usually leave all options turned OFF except : Leave rotated axis, Import w/o voxelization, respect negative volume 3 : 4DCoat asks me If I wish to leave scale of the object as it is and I always choose yes because I need it to be in the exact position for NMBake later on. Now, what is really strange is this, usually when I follow these simple steps that I've learned in one of numerous tutorials on how to properly import high resolution meshes into 3dcoat my imported reference model when I switch from sculpt room to retopo room is in YELLOW color, but now it is in WHITE. Didn't think much about it initially, i thought this might just be something 3DCoat does randomly but then I realized that If I switch to Render room and try to apply any type of shader onto my model none of them work, at all !? So, my guess is this is not a proper way to import reference object or I missed one step in the process, or this could be easily fixed somehow ? any help is greatly appreciated, sry If I ask silly question here, forum search didn't came up with any potential lead onto why this might be happening and I'm really still learning 3dcoat logic. thnx N.
  5. Hi all best of luck to ya all in 2020 ! :) I'm currently using 4.9.17 ver and so far i haven't any issues except that my Smart materials properties window is for some reason now locked in place when started, meaning I cannot move it around freely across my viewport like before. Anyone else have this problem and if so how do i fix this ? and of course, if so, why was this selected as a '' good design choice '' ? strange all best N.
  6. tritochke

    Issues with Clip mask layers

    Hi Carlosan I cannot replicate this issue here as well, sry about that, problem is that my scene was so big ( 7gb ) that 3dcoat just decided that my 32 gb ram is not enough anymore and therefore i couldn't replicate issue. I will definitely keep your suggestion in mind if and when this issue happens again.Many thx N.
  7. Hi peeps ! I've stumbled upon this frost ice SMaterials pack on Artstation, could be interesting to someone https://www.artstation.com/owlygamereadyassets/store/aNbn/frost-ice-smart-materials-pack-3dcoat Peace !
  8. tritochke

    Issues with Clip mask layers

    Yes, indeed I am using latest version
  9. tritochke

    Issues with Clip mask layers

    Hello everyone Recently I've been working on a very detail rich character and with that in mind I had to have more then 50 different layers in combination with external NM and AO maps baked outside 3DCoat. Now what I've noticed is that 3DCoat is not really respecting my ID maps which were created for several different mesh elements on this character above certain layer count. Is this something well know to this community ? I couldn't find relevant post anywhere on forums :(. Issue is pretty simple, If I want to use clip mask with my layer and I navigate to my desired clip ID for some strange reason 3dcoat doesn't select the one I chose but a random ID which renders clip mask workflow somewhat broken. I'm working with pbr in mind, my textures are all 4k and scene is really heavy so I'm not sure is this issue related to layer count or size of my document ? thank you for your help, any idea could potentially help out N.
  10. Thank you m8, indeed it cleared all the confusion, I feel a bit silly for wasting your time since I could have done it myself, lesson learned here all best N.
  11. Hi all. I've tried to import a '' really really hreavy mesh '' of some 700 K poly's into 3DCoat as a retopo reference object so that I can manipulate with it ( like hiding it, making it transparent so that retopo is easily performed ) but for some reason beyond my comprehension I always end up with completely messed up object once it is imported ( which is very rare since 3DCoat tends to crash a lot if I try to import enything higher then 500 K poly's into the scene ), so my question here is can anyone explain what would be the proper workflow for using retopo reference object and how can I import model as a reference that holds higher number of details above 1 Mill. without 3DCoat crashing ? I'll attach image of my messed up topology after import . many thx to all ! N.
  12. Hi all I've recently installed latest verz. of 3DCoat ( 4.9.05 64bit ), actually upgraded to this from previous version and from the get-go I noticed once thing regarding SMaterial in Paints folder by the name Paint_old_Rust which was really very useful to me during my texturing '' attempts '' in the previous version. Now, problem is that when I select this material 3DC calculates occlusion and Curvature for it but for some weird reason will not properly show results in the viewport. I end up getting dark, almost black overlay texture with nothing, I even switched my panoramas to see if they are the '' culprit '' here but no luck.Have to mention here that if I try any other material from the same folder/group of SMaterials they all basically behave as they should, but this one is pretty strange for some reason.I haven't fiddled with default values of the material at all, they are as they should be. I0m running on GTX 1080Ti, Ryzen 7 and 32 gb ddr4 in case somebody needs to know. I'll link my results in the attachment If you peeps have some suggestions about what I could or should do to fix this issue that would be cool Many thx N.