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Yousung

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Everything posted by Yousung

  1. 1.Select the curve you want to stroke 2.Press Q and select any tool. The Cuve editor will become active. 3. Press Enter 4. The brush will be stroked along the curve
  2. Adjust the following options to control the painting area using the CurvatureMap. - Overall Cavity Modulator - Cavity area width - Additional Cavity width - Degree - Contrast If it's not the same as the video, but it's similar, there is a way to use Smart Material's 'Attach to the current layer'. How to use 1. Right-click on the Smart Material you want to use 2. Click 'Attach to the current layer' 3. You can see that the Smart Material is attached to the selected layer. - Attached Smart Materials work individually. 4. If you need to edit, right-click on the layer and edit it in the Smart Material Editor. 5. If you need to change to a different material, right-click and use the same Attach to the current layer. All of these have the same Smart Material attached, but The color has been changed on the layer.
  3. I don't know if this is what you're looking for You can see it in 'Geometry - Show statics'.
  4. Oh, no need to bother importing and renaming layers. When you load a Curvature map with 'Textures - Import - External Curvature', it is automatically set as a Curvature map.
  5. What is the name of the imported Curvature map? If the imported Curvature map is named 'Layer1', 'Layer2', it will not work. Change the name of the layer to 'CurvatureMap'. 3DC will automatically recognize it as a Curvature Map and apply it to Smart Material and painting. If you only want to work with the brush, you can change the Condition Top of the menu. ▼ Information about Conditions is on the wiki. ▼ https://3dcoat.com/dokuwiki/doku.php?id=general:paint_workspace:materials&s[]=condition https://3dcoat.com/dokuwiki/doku.php?id=general:paint_workspace:paint_menu:textures_menu&s[]=condition If you only want to work with smart materials, you can change the Condition here. You can also use a combination of Brush Condition and Smart Material Condition.
  6. There are 'Vox Layer' and 'Coat' tools. New objects can be covered by surfaces while preserving the original mesh. Is this similar to the feature you want?
  7. If you want to convert a Sculpt mesh directly to a Poly object. 1. Select the Sculpt object you want to convert to a Poly object 2. Right-click 3. select 'Retopo via decimation' (under AUTOPO) 4. Reduction window will pop up. If you want to keep the original, set the Reduction Percent to '0' and take it. 5. Poly object will be added to Retopo/Modeling Room.
  8. @Carlosan And while testing, I found something odd... When painting with a brush other than the Fill tool, the larger the brush size, the duller the color appears.
  9. sadly - More on Bumped - More on Dent These two condition options seem to only work on layers with displacement applied. On separate layers, this option does not work. Here I painted each layer and checked Bumped/Dent. Layer height is applied individually.
  10. 1.Select the Curves 2.Right click on curves (or Curves tree) - Pun on plane - select as you want to align 3.done
  11. 1. Can you improvement the corners of the Sculpt Bevel tool? Usually after doing a Sculpt Bevel, certain corners are ruined. - Not all corners are like that, but mostly... - Corners that bend outward - Corners that bend inward The point where these two corners meet forms a bad bevel. I attach an image here. The point where blue (inner corner) and red (outer corner) meet is distorted. Can you please improve it to get a little better result? 2. Can you create a curve by tracing the edge of the sculpting model? For simple corners, you can draw a curve yourself, but If there are many corners to beveled on, too much effort is required to create curves one by one. (Curve created using Freeze/Selection to curve) I tried to create a curve using Curve - Freeze/Selection to curve in the upper menu, but it is not created at the edge and the result is not good. I heard that @Andrew Shpagin recently developed an algorithm that finds edges by improving the Retopo algorithm. Can you use that technique to create this curve? Created using the edge of the Sculpt model Create a curve by finding an edge within the mask(freeze) area This looks especially cool when working with RGB Curvatures. You can create curves from only the outer corners or only the inner corners. This is a picture of painting the outer and inner corners using RGB Curvature. when this becomes possible - You can quickly create a curve. - You can quickly perform Bevel Sculpt with the created curve. - By placing additional models on the curve, you will be able to work with details such as frames. Here is the model file used to capture the image. (2021.76 version) Sculpt Bevel.3b
  12. Yes You have to start working in Surface mode. Voxel isn't good for thin faces because it creates holes.
  13. Version 71 looks good on mobile and update apps. However, version 71 is not visible in the general PC web version.
  14. Autopo is currently in the process of refining its algorithm for better results by Andrew. If the later version is updated, I expect that it will be possible to get better and faster results.
  15. Wow.... Among the Brush Engine Modifiers, there is a 'Rotate' that has an effect similar to Swirl Clay. I hope that it will help you to make curly hair.
  16. If you want to work on a detailed pattern in a specific area I think it would be better to use the Adjust - Subdivide tool. A freeze(mask) area can be divided into partially uniform steps. Auto-subdivide using brushes is quick and easy, but Since the subdivide step varies depending on the size of the brush, it is not recommended if you want uniform density. If you want to adjust the depth of the pattern or logo while working, you can adjust the depth by adding Layers.
  17. I've been seeing stuff like this every time I mouse over Alpha in the Brush and Strip panels. So I recently decided to look into it with interest and try to make it myself. Looking at the wiki (link) and the existing internal alpha images, I have a few questions while making it. 1.What exactly does EraseMask do? I've looked through the wiki and tested it around but I still don't know what exactly this is. Can you give a more detailed explanation? 2.It seems that the brush's alpha source takes precedence over the strip's alpha source. Obviously, the wiki says that the Strip's alpha source is prioritized, but in reality, it seems to give priority to the Brush's alpha source. Only the color of the strip appears properly The rest of the data is ignored. Here is the alpha source I tested. Brush&Strip.psd +Edit ) I forgot to add it to the content when using it as a brush alpha. Brush Alpha works as expected. But Strip doesn't. Are the settings wrong? Or is it a bug? Due to this problem, it seems that it is difficult to express a zipper line that contains metal materials.
  18. I am attaching the video here. There is one problem with this method is that the layers are not persisted. I don't know if there is a way to switch to a sculpt mesh while keeping the layer, but I don't know for now. Sorry, I need to test this part too.
  19. I hope the translator works properly... I will attach a video separately later. [ Data attached by the author ] Paint Room : Paint data (you said highpoly...) Retopo Room : Retopo Data (Low Poly/Unwrap - X) Sculpt Room : very small mesh data (can't bake!!) [ It should be like this... ] Paint Room : Bake Result Retopo Room : Retopo Data (Low Poly/Unwrap - O) Sculpt Room : High Poly Data Note: 3DC workflow Sculpt Room(Highpoly) -> Retopo Room(Lowpoly&UV) -> (Bake) -> Paint Room [ what needs to be solved ] - Need to send paint mesh(Highpoly..) data from Paint Room to Sculpt Room. - You need to unwrap the Retopo data in the Retopo Room. - And since there is a hole in the mesh, you have to block it. [ Please follow the steps below ] Back up your data first From the top menu in Sculpt Room 'Geometry - Take subdivided paint mesh into the sculpt room' The layers will not be preserved, but will bring the paint mesh as close as possible. The data will be treated as HighPoly for baking. Go to the Retopo Room and do low-poly UV work and bake Then the high-poly data will be baked into the low-poly data.
  20. I'm doing well. (70 version) I don't know what the situation is. When preparing for baking, did you make enough adjustments to allow the cage to project the high-poly mesh? When the cage fails to project the high poly mesh, you may get a gray (nothing) as shown in the picture.
  21. I did a test. Like the author, the color picker doesn't work properly in the 2D Editor. Tried 'reset setting' but it didn't work.
  22. Yes, I also wish that this feature would be added. In fact, this makes it almost impossible to group and manage painting layers in 3DC. The result is completely different when it is a group layer and when it is not. Attach an example image. I did it with the same color and blend option, but the result is different.
  23. OK, here's a little trick. 1. Select the color channel area with Freeze - Freeze Transparent Pixels. 2. Turn off the Color and Depth channels. 3. After turning on only the Glossiness channel, set the Roughness to 100% and then use the Fill tool set to Fill w/ color. 4. Glossiness channel will be added to the painting area. 5. Now try using Color to glossiness again.
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