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Artomiano

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Posts posted by Artomiano

  1. 5 hours ago, erb said:

    Hi,
    I'm depressed and I am frustrated. // Forgive me ahead of time for my tone.
    I've been through youtube and the links in this thread. ..as well as the 3dCoat tutorial website section.

    ..it appears that there are no professional tier (technical) training videos for 3D Coat. Is that right ?
    There's an abundance of long drawn out, barely informative videos that show how someone makes a character or some other random object.. but there's no professional tier training, short and concise videos,  that shows 3DCoat in use as the abstracted 3d specific toolset that it is ?

    AKA: professional technical training.
    This is very very sad.
     

    Yeah, that's what I mentioned in my first post. The thing is ... you can make a wide search on the internet and will find some interesting videos that explain something useful about 3DC. But mostly these videos are outdated. Sure, some of the aspects of the software are still living. But it lacks professional tutorial series. It's a pain to invest dozens of hours to search and find something you need.

    But hey, these weeks the new version "2021" has just been released. So we should be patient. I hope that soon there will be updated and useful step-by-step tutorials on the way. That's because I can see Pilgway is really hard at work on this new piece of software. They publish new builds nearly daily. That's a big deal! :download:

    • Thanks 1
  2. 1 hour ago, co3Darts said:

    I don't understand this gripe?  There are hundreds of tutorials on youtube for instance from 3dc directly and many other artists??  Look before you say this or do you think this does not quantify as enough tutorials?  On 3dcoat channel they literally cover almost every single tool; use the search on that page for a tool if you need something specific.

    AlienMinefield - YouTube

    3DCoat - YouTube

    Thanks for the two links. The official 3DCoat-Channel is already known! ;)
    But - like many other videos - the video set of "AlienMinefield" is nice - but old, about four (!) years. There are so many changes inside of 3DCoat that a whole bunch of features, how to's and workflows will not work anymore. Some will, others not. I hope that we will get some "workflow" tutorial sets - for the actual software.

    • Like 2
  3. Hey there,

    yesterday I upgraded my license and the system works so far. But there are less tutorials out there. Other apps like the software with the big "Z" offers dozens of tutorials. 3DCoat is lacking some of it. So, let me ask, can we expect a bunch of new (and high quality) tutorials? It seems that the new version makes some things in a different way and, as far as I k now, some things should now be done with a new workflow. I know, version 2021 was just released and the Pilgway team has much work with bugfixing next weeks. But it would be great to have some more "real life" tutorials that shows all important aspects of the software.

    Keep up the good work. I have great expectations! :D

    P.S. Any chance to get a "full step by step tutorial" on how to create that great battleship from the teaser video? :D

    • Like 2
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  4. 16 minutes ago, Silas Merlin said:

    that, maybe, but functionalities vanish and don't come back.
    some, like click to set pivot with gizmo was really nice but not critical.
    However, the functionalities that are vanishing now are essential to me. (inverse flatten tool, rotate around camera, build tool... When the ability to continue a stroke in the air with carve tool vanished, it was alright because it was still possible with import>on brush. Now this has vanished too....)

    Erm ... if you need all those features offered by v4, you're not in need to upgrade your license. ;)
    On the other hand, I can't imagine that essential functions will simply be removed. Maybe they are simply not "yet" available in the new version.

  5. All fine on my side. But I also had to reset my password. Then I could login and click the "upgrade" button in the license view. After purchasing my license was upgraded automatically. Now I can choose between my old v4 license and the new one. I downloaded the new software and the new license file. It works.

    BUT there is one crazy thing: During (or after) the installation I could not use my own license file. Instead the app seems already activated with a FLOATING license. In the upper app window info I noticed "floating, used 7 of 500". That's strange. I didn't buy a floating license but the upgrade from V4 PRO to 2021 INDIVIDUAL. As far as I know there is no floating option, right? ;)

    And the thing is ... this number is increasing ...

    Look at this:

    image.png.9117648b7d4e9fd733fd5803a9dc76f8.png

  6. 3 hours ago, Andrew Shpagin said:

    10.07.21 RC2

    - Much better look in 4K. Controls scaled correctly. If you want an even bigger UI you may change the font, now it works better as well. If need you may adjust the interline distance and vertical shift of letters if need (in Preferences->Theme). If you will find some badly scaled controls - please report.

    - Shaders construction fixed.

    - Correct the scale of the smart material depth in scaled scenes.

    - Progress bar (as header message) for long file copy during migration.

    - some missing UI elements were recovered (rooms properties).

    - For SpineTool Possibility to add (if hold Cntrl) Point By Click for mode Spline. Also can to Rotate the Spline Knots

    All fine now. The fields now have properly sizes. ;)

  7. 31 minutes ago, stas3dc said:

    Please look at this 

     

    Aaahhh. Thanks for the tip. Problem was, the layer system in the sculpt room is not the same like in the paint room so I had to take a closer look to achive similar "layering results". Okay so far. It works. But ... nevertheless ... that every room has its "own" layer subsystem is complicated. :(

     

  8. 12 hours ago, L'Ancien Regime said:

    The problem with Zbrush is that it started out in an odd manner. Instead of directly trying to be a simple 3D digital sculpting program it started out as this weird hybrid; a 3D/2.5D program that at the time boasted of being the next evolution into a kind of  2.5D Photoshop. This was based around the idea of PIXOLS. The idea was that you sculpted stuff in 3D then went into 2.5D mode and composited your now fixed objects into a 2D plane that still allowed for changes in lighting and illumination. This had the potential at the time of being very powerful as you could assemble scenes that were huge with great complexity even though the angle of view was now fixed. I may be wrong but my impression was that the development team was deeply influenced by their resident artist, Meats Meier. 

    What ended up transpiring was that everyone piled in for the 3D sculpting tools and ignored the 2.5D stuff. It simply never caught on and over the years, well now decades the 3D sculpting tools rapidly grew in power but the 2.5D Pixol stuff just faded into the background. The problem was that the 2.5D pixol stuff made the interface needlessly complex and annoying for those that didn't understand all the extra stuff you had to do because of it. I knew all about this and even I would get enraged at say inadvertantly turning my sculpt into a 2.5D Pixol object that was fixed in space and not being able to immediately Ctrl Z my way back out of it.  Of course you could just CTRL N to ditch the Pixol transformed sculpt then drop a fresh version of your sculpt sitting in the stack, BUT FOR THE LOVE OF GOD WHY? It also meant that there were 3 distinct ways to save your work in Zbrush; ZTL, ZDOC and ZPR (Z tool, Z Document, and Z Project)

    * * *

    Here,  learn all about it. Try not to puke on your keyboard. That's hard to clean up.

      The whole 2.5D thing seemed to encourage the pictorial horror vacui of Meat's Meier's style, or psychological mindset. 

    * * *

    So the end result was a needlessly complex interface with a lot of extra clicking and a requisite  awareness of whys and wherefores of it all. Like Utopius said you can get used to it, and I have, but still it's vexatious when you're learning the interface and trying to learn say human and animal anatomy at the same time. 

    It's one of the main reasons I prefer 3D Coat to Zbrush; 3D Coat is simply easier to learn to operate and more straightforward in getting you to where you want to go, if sculpting is where you want to go and not some elaborate and esoteric compositing with billions of Pixols (and even with  2003 computers Zbrush could deliver billions of Pixols, I'll give it that).

    Having said that there's some things in Zbrush I wish Andrew would incorporate soon into 3D coat, like a proper sculpt room lighting system instead of unwieldly and ineffective lighting system he has now.  A powerful lighting studio in the Sculpt Room is simply indispensable to serious sculpting. In fact it would be nice if it were more akin to Maya's lighting system than even Zbrush's system which really is a bit annoying by comparison to Maya with that tiny little ball and those tiny little lightbulb icons  with all the obscure little sliders. Everything in  Zbrush's interface is so fidgety and tiny...eecch.

     

    Hi @L'Ancien Regime

    thanks for your opinion and your experiences. That's very important and helpful to me. Ah - and thanks to your little historical backflip ... didn't know.
    What bothers me is the workflow (and so in partially the UI) of 3DCoat. I'm coming from Photoshop & Co. The "new" workflow in 3DCoat is - for me - very strange. I wish there would be tutorials on "how to make a workflow transition from photoshop to 3dcoat" or so. ;) Substance has layers and ZBrush too - and they work "similar" like Photoshop's. But 3DCoat's layers work in a different way - and vary from room to room - as far as I understand it. You can not easily turn off/on layers, group them, lock them and so on. I watched the following video for this:

    It's ... not very handy. ;)
    When it comes to painting and texturing, I would have the freedom to switch between layers - "play" with them (visibility, group, lock, change order for effects and so on). Is this now possible in 2021? Layers in Substance Painter makes it similar (not equal but similar).

    So ... it's not only a question "ZBrush or 3DCoat" but "ZBrush or Substance Painter or 3DCoat".
    Remember: This thread primarly contains the big question: "What's better for painting/texturing?" I know there are many other tools in 3DCoat - but that's not the actual theme of this discussion. ;)

  9. Hm ... yesterday I found this:

    Quote

    3DCoatTextura is a tailored version of 3DCoat 2021 which has all its professional tools for 3D Painting/Texturing and Rendering at a more affordable price. In simple terms 3DCoatTextura is a special version of 3DCoat which has all its Painting/Texturing and Rendering capabilities. It is designed especially for people who create 3D models in other software and need a professional tool for Painting/Texturing at a very sweet price

    @Andrew Shpagin Does it mean, that 3DCoat now is sooo encouraged that it will compete any other 3D painting software like Substance Painter or the integrated "paint tool" in ZBrush? Are 3DCoat's painting and uv tools at last - matured? :vava: That would be  ... very interesting.

    • Like 1
  10. 8 minutes ago, utopius said:

    I'll share my 2 cents here. I think for hand-painting your textures, 3DCoat is still the better tool. It works much more like Photoshop and isn't as confusing in my opinion to just apply some paint. You have a lot of control over your brushes and the smart materials are really good (though the default library is lacking). 3DCoat also has vastly superior UV capabilities - I think currently Substance Painter is only doing Auto-unwrapping which works for some cases but isn't near as flexible as the tools you get from 3DCoat.

    However, Substance has a lot of things going for it as well. For one, it's a much more popular tool, so tutorials, materials, brushes, masks, etc. are much easier to find for Substance than for 3DCoat. Go search Gumroad or Artstation for "Substance" or "3DCoat" and you'll see what I mean. It also does dynamic masking better than 3DCoat. You can apply a layer and then adjust it's mask through sliders for instance. 3DCoat has similar features, but it's going to be a destructive workflow, where Substance is much more non-destructive (maybe someone can share a better workflow for this in 3DCoat).

    I know you mentioned you are only looking at the painting/UV features, but obviously 3DCoat is the better value proposition. You get a lot of great modeling, sculpting, retopo, etc. tools that you wouldn't get with Substance.

    In the end I'm taking the Substance route for myself - I don't need the other capabilities offered by 3DCoat and don't typically hand paint my models, so I'm actually selling my 3DCoat license. If you end up looking at buying 3DCoat let me know, currently selling much cheaper than here on the website.

    Thanks for your thoughts. I already own a 3DCoat license. So there is no need. ;) Problem is ... I own it since about two years or so. Sometimes I tried to dive into 3DCoat but it happend everytime that I struggle with its UI and "how the things to be done". So I waited months because the new announced version (now 2021) should contain many many improvments. So I think about to give it another chance. ;)

    But ... I'm not sure if I can go with it. The UI is widely the same. So ... maybe I come up better with ZBrush's UI. No clue. :unknw: It's a difficult thing for me.

  11. Some time ago there was a similar thread. But it's months before. So let me ask today: What do you think? Could 3DCoat's painting and texturing capabilities replace Substance Painter? For me it's not easy to answer because I didn't work with both of them but plan to use it in the next months. So ... what decision could be best for the start? Yes, Substance is (still) the industry standard for 3d texturing / painting. But as far as I know 3DCoat has been raised its painting features. But I didn't found any article of "real world experience" with the newest versions of both software parts.

    What do I plan to do? Primarly texturing / painting 3D models and UV mapping.

    This question means ONLY the texturing / painting  / uv capabilites!

    • Like 2
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  12. 55 minutes ago, Scary M said:

    There is no clear path it all depends on what you want to do with the application?  From just texturing and baking maps from an asset you have built elsewhere,  sculpting a start to finish project,  tweaking normal map from another software. Retopology of external asset.

    I'll admit there is a plethora of confusing options especially for baking. I usually have a very set course when I use it, I often incorporate many different tools using 3dc for specific tasks within that pipeline. 

    3DCoat is a Far cry from Photoshop by design. It has elements from it sure but they are there for specific tasks. What are you hoping to do with it.

    I'm not defending it's often confusing complexity, just trying to understand what you want from it and how you wish to work with it.

    We would all like to help make it better and more attainable usable in multiple workflows pipelines.

    > There is no clear path it all depends on what you want to do with the application

    Yes - for sure! Hey, I work in Photoshop for years now. You have a thousand ways to achieve your individual goal. But you will find a way - easily and fast. And you can test it - duplicate a layer, test it, use it or leave it. As fas as I know that is not possible in 3DCoat.

    Hm ... I talk about three workflows that I just need:

    No. 1 - asset creation for game engines

    1. modelling a basic object
    2. create more details and shapes via sculpting
    3. retopo for optimizing
    4. paint textures
    5. bake and export it as game asset

    No. 2 - work on imported characters

    1. importing a character base from Character Creator 3
    2. change/sculpt some aspects of the character mesh, add clothes, items ...
    3. paint textures
    4. export it for animation purposes in iClone (lastly export it from here to any 3rd party software).

    No. 3 - concept art

    1. modelling a basic object
    2. create more details and shapes via sculpting
    3. paint basic textures
    4. set up lighting
    5. export it as image (or maybe via screenshot) for further editing/painting in photoshop

    It's complex and confusing. If you do not work in an exact order, at any point you will face strange issues (get it from different users in the web).

    So ... as far as I know, my three "workflows" needs different approaches - in different "work rooms". But that's the point ... it confuses me. ;) Some tools are only in a specific room available. And if I do not work in the "correct" order, I never reach a good looking goal.

    • Like 1
  13. As an artist, I planned to use 3DCoat for further concept arts. But I'm not sure if I want anymore. I know, there are some artist who're doing this way. But for me - coming from Photoshop & Co. - the workflow and the UI is ... creepy. I'm sorry. ;) I own 3DCoat for years. Stepped in many times ... only for a couple of trials - and let it fallen because it's not really accessible. Maybe it's on me. I know there is a learning curve but ... I worked in many creative apps, like Photoshop, Indesign, PremierePro, Audition, Metashape, Substance, Blender and more ... but only 3DCoat seems to be a "wall". I do not understand it. I want it ... really. But ... it's so difficult. When Pilgway announces the upcoming version 2021 I hoped so much for a _really_ better entry and workflow. But it didn't happen. :(

    Maybe Pilgway could publish a whole (new) set of learning videos (not only these 40 sec. trailers) to train us how they think an effective workflow should go. Could be helpful.

    • Sad 1
  14. 55 minutes ago, -rb- said:

    I think we may need to respect the devs a bit on this as - in the end - product timetables are difficult at best...Last thing we need is a wave of new features that are unusable for production because of bugs....So I'm asking them to take their time!!!

    Hm ... you're right but ... I think they should do it like Pixologic: Publish it and polish it. ZBrush users get regularly updates because this program was also not perfect at publishing date. So what ... nobody expects a perfect piece of software (at least not me :hi:). But if many user could take their hands on the new version Pilgway would get a whole bunch of feedback (and bug reports) to polish the program. Just my two cents. ;)

    But on the other hand ... we are here ... have no clue what's going on behind the doors of the hard working software engineers of Pilgway. So @Pilgway: Keep up the good work!

  15. On 3/6/2021 at 1:55 PM, 3DC Support said:

    Still no set date here as we are finalizing the release... we should have more clarity on it within the next couple weeks. 

    Keep you posted!

    :o

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