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DustyShinigami

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Everything posted by DustyShinigami

  1. Ooh. Not sure. I'll give it a try. Thanks. If not, I'll have to try changing the desktop resolution, but I think that's already set right.
  2. Hi. I'm currently trying to set up Local Symmetry with an asset, but I'm having some trouble being able to reset the 2D Grid once I've made some adjustments I don't want. I'm not sure if the Home icon in the top right corner does it, but as the screen is on my laptop (not sure about my PC), the Camera icon is over it so it's near impossible to be able to click on it. :-\ Also, I always have a problem with the symmetry plane never showing, so I'm never sure how far away or near it is to adjust.
  3. Looks like I was right, I have asked about this before.
  4. Ah-haa. So it's that one that needs to be enabled! Thanks! I thought it was the one under View. I'll play around with it and see if the issue happens.
  5. Hi I feel as though I've asked this before, so apologies if I have. Unless it's similar to something else... I seem to be having issues with the Knife tool. Now, admittedly, I am using an older version of 3DCoat. On my PC, it's 2022.33 and my laptop has 2022.24, which is what my university is using I believe. So I'm not sure if this is an issue that's been reported before and has been fixed. It seems like, no matter where or how I use the Knife tool to cut and make an edge, it's adding additional edges elsewhere. I even have Backface Culling enabled. I've even tried it with it disabled and the same thing can happen. I've captured what happens whenever I use it: Thanks
  6. Sorry to revive an old topic, but where is this 'Merge without voxelizing' option? I did start a Request thread about a similar topic here. At the moment, I have a mesh that's made up of various parts - parts that need to be combined as a whole - and it would require extra work to separate them off as individual Sub-Tools/components. There's just a few areas that are awkward to retopologise due to faces being between narrow cracks and crevices. So if this 'Merge without voxelizing' does exactly what I need, then I'm hoping I can separate all the Polygroups for this mesh and toggle them on/off within the Sculpt Tree or Layer. Thanks
  7. But should that Scene Scale be changed? I noticed it matched the Fixed Scene Scale, which was 10. Wouldn't changing it affect that? Are they linked at all? Thanks
  8. I think I've figured out the solution to this. I've set the Measure Units to Centimeters and the Use Fixed Scene Scale to 10.000000. Define Measurement Units: Edit Scene Scale: I'm guessing these are right...? With these settings, my retopped mesh is matching up with the high. Once it's loaded into Maya, it's tiny compared to the high. However, if I set the Edit Scene Scale to 1.000000, the retopped mesh comes in small compared to the sculpt. So if I scale it up, snap it to the mesh, clean it up, export it out, and load it into Maya, it'll come in at the right scale as the high poly. But... is it the right thing to adjust?
  9. At one point my retopped mesh came in and matched up with the new high in 3DCoat, but again - once I load them up in Maya, the high is huge and the low is tiny. And I've also tried freezing the transformations for the high and setting up a new scene with that. Again - no dice.
  10. Thing is though, I've been taught and I always use Centimeters. Would that need to be set to 10 instead? EDIT: Setting it to 100 in Centimeters makes the retopped meshes align with the high, but it still comes into Maya very small compared to the high. If I set it to 10, the retopped meshes still come in very small compared to the high in 3DCoat.
  11. Hi It just seems like I'm never going to get to grips with this... :-\ Each project I work on, I run into the same problem time and time again. I think I've done everything correctly and the software throws me a curveball. I'm not sure if it's because I started the scene on my uni's version and then carried over to mine, which is different. I swear when I first set everything up, I did the correct steps. And that's with and without setting the measurements under Edit > Preferences > Viewport > Measure Units from Milimeters to Centimeters. I might have done that at the start of the retopping project, but testing it just without doing that has still given me the same issue. I started by going into the Sculpt Room, importing my decimated high poly, clicking 'No' on the box that comes up when you hit Apply, going into the Retopo Room and retopologising everything. And then once I export it out into Maya or Max, it's tiny compared to my original high poly and decimated mesh. And then if I re-set everything up in 3DCoat via the Sculpt Room, I'll bring in my retopped mesh, and that'll be tiny as well. I tried Freezing Transformations on the decimated high poly, and setting a scene up with that, and I tried without by just bringing it into 3DCoat from ZBrush. Same thing. It always starts out fine, and appears to be the right scale (or I presume it is) when I start the retopping, but once it's exported out into another package, it's tiny. I really don't get it. And I don't know if it's me doing something wrong still somewhere or if it's 3DCoat. I'm still not sure (or I can't remember if someone said) if it's even necessary to set the measurement units up first in 3DCoat. And when you import a high poly/reference mesh into the Sculpt Room and hit Apply, if you are meant to select 'no' like I've been advised to do. Surely 'yes' would make sense...? Especially if it's keeping the same scale etc.? Thanks
  12. Hi I remember things like this being discussed once before, here, and in that instance it was related to hard edges, existing UVs on the mesh, and the faces on the mesh needing to be set to Smooth. However, I noticed these green edges and coloured faces appear whilst working on the retopo of a mesh: I've exported the mesh out of 3DCoat and into Maya and there are no existing UVs present. o_O I even tried setting the Normals to Set to Face, unlocking the Normals, and setting it to Smooth, but they still show up when I bring them back in. I've tried both OBJ and FBX as well. I also tried the Mark Seams tool, selected a random edge and clicked, which turned green, and then held Ctrl and clicked to remove it. This doesn't work on the existing green seams though. The UV Preview window doesn't show anything either, so no UVs are present. I've tried the Clear Clusters and Clear Seams options, but neither do anything to the green edges. And I've even tried the suggestion from that previous thread - by going to SharpSeams, unchecking 'Select edges marked as sharp' and putting the Crease Angle to 0. Nada. So I don't know if this is another bug (it's present in both 2022.33 and 2022.24, PC and laptop), or if I'm still failing to understand how to use 3DCoat's unwrapping tools. :-\
  13. Hi With the Slide Edges option, under Tweak, is there a way of getting it to slide uniformly (if that's the right term in this case)? In other words, if I highlight an entire ring/loop and drag upwards, is there a way of getting it to all scale outwards/inwards? Similar to how an edge loop/ring would in Max/Maya? Because every time I use it, it only scales the loop upwards/downwards rather than outwards/inwards. Thanks
  14. Of course, all of this was with an older version - the one my uni uses, which is 2022.24. I'll try installing the latest version and see if the same issue happens. EDIT: Yep. Can confirm. The same problems happen with 2022.57.
  15. Yeah, I've just tried that, and it works correctly. It comes in at the right scale and everything. I believe that's what we were shown how to set up everything for retopology at the university too. But no, I haven't spoken to anyone about this there. The thing is though, a moderator on these forums suggested I import the high poly via the Sculpt Room first before retopologising. Also, doing it that way allows me to toggle on/off the various pieces of the high poly. If I import them via the suggested method, it comes in as a single mesh.
  16. So I don't need to change from 100.000000 to 10.000000...? EDIT: Also, do I need to change the scale amount and Measurement Units under Geometry in the Sculpt room? Otherwise, the high poly still comes in tiny, despite it being fine in Maya. Along with the retopo progress I have. EDIT 2: Hmm. It seems like no matter what I do, the high poly I bring into a new scene remains tiny, but the retopo progress I import is huge in comparison. Both are fine in Maya. And that's with setting the new scene to Centimeters and the Units 100.000000. Likewise in the Sculpt Room under Geometry. :-\
  17. Okay, I work in centimeters, so I need to set it from 100.000000 to 10.000000, correct? However, once I import the high poly into the Sculpt room, in a new scene, it's actually much smaller. And it's proven by importing my current retopo progress, which completely dwarfs it, haha.
  18. Hmm. Zooming out it sure does look small, though it's all the correct scale in Maya. Does the scale need to be changed each time before a mesh is imported in? I'm never quite sure if it needs to be adjusted or not. Once I import all the retopped pieces back into Maya, everything matches up correctly. That weird quad issue hasn't been a problem with any other version of 3DCoat so far, just the latest.
  19. I'll try merging them with the version I'm on, which is 2022.24 EDIT: Yep. It all merges together fine for me on my laptop. I've tried with Merge Visible and Merge Subtree. I do get some weird shading afterwards, but it's all fine.
  20. Strange. Is that the retop you're merging or the high poly pieces? I've not encountered any crashes when merging retopped groups together in previous versions, but I can imagine merging all the high poly pieces would.
  21. How do you clean the mesh? I've not got the latest version on my laptop anymore; I reverted back to the version I was using before, the same as my university. But I've attached the file. Files.zip
  22. Okay, not sure if that's just a bug or something. In other areas of the retop, it doesn't appear to do that and does things correctly.
  23. Hi I've just downloaded the latest version of 3DCoat - 2022.57 - and it appears the way quads are made when retopping has completely changed and... I don't like it. I can't seem to add points manually now and I've no idea how to control it. :-\ Is there any way of changing back to default? Or is there an option I need to change?
  24. It shouldn't be small. I've been practising with heads/faces and made sure the measurements were set up before starting. In ZBrush, the scale was set to 7.5, which is 15 units in width.
  25. Okay, Z-Bias does seem to help with that somewhat. I find that lowering it prevents quads from showing through the ear, though the mouth interior is still showing through the bottom lip a bit. Lowering it any lower will make some of the quads on the face disappear from view.
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