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Yousung

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Everything posted by Yousung

  1. Collapse works strangely. - Collapse works differently depending on the edge selection order. - Collapses do not converge to the center.
  2. I'm not sure what exactly you mean by 'cannot be overlapped.' If you want to connect the rope like the picture very precisely It would be good to use the poly model added in this 2021 version. I'm still learning, so I'm going to test this over the weekend
  3. @Carlosan Oh, the article is Andrew's, not mine..
  4. Select the top/middle/bottom objects at once and drag and drop them to the Splines panel or RMB menue -> Export -> Saves to Splines Pannel At this time, it seems that it is not recognized properly, but if you press OK after adjusting the space, the middle part is recognized properly.
  5. oh sorry If you want to create and paint UVs in 3DCoat You need to import it into Retopo-Room and do UV work first. The UV-Room is not used to create UVs, but to re-modify UVs during painting. https://3dcoat.com/dokuwiki/doku.php?id=general:uv_workspace
  6. I don't know much about Lightwave... I'm writing this in case it helps. Do you have multiple UV channels in one mesh? (UV1, UV2, UV3...) In the case of modeling that I worked outside in the past - In my case, I imported an FBX with UV2 unfolded in addition to UV1 for the game lightmap. There was a problem that UVs were imported incorrectly because 3DCoat did not recognize multi-channels. - I wanted UV1 to be imported for texturing, but no matter what I did, UV2 was imported. I had to import it after removing the channel so it was loaded properly.
  7. Those who stop by to make additional custom splines are recommended to also look at the following documentation. It's from the wiki... It's a good idea to make this important information easy for beginners to find. Original Wiki : General curves 2021 https://3dcoat.com/dokuwiki/doku.php?id=general:curves Original Wiki : Sculpt curves https://3dcoat.com/dokuwiki/doku.php?id=general:sculpt_workspace:curves Spline model specifications (★) https://docs.google.com/document/d/1XSWUJmaLAlmz-PuQS5Q6bdGVhtgoP0-dGD40YHmgaUs/edit This article explains how to specify a 'start-middle-end' part of a spline. test result
  8. Thanks for sharing the video. I didn't know it was possible to link multiple points at once.
  9. I'm not familiar with the curve tool, so I don't know if it's possible to merge multiple layers at once... The way I know is to connect them one by one in the way mentioned above. In the case of closed curve conditions, it can be combined with Boolean operation, but it is probably not the desired shape...
  10. 1. Break the parent-child relationship first (I don't know why, but it doesn't work for parent-child relationships.) 2. Point selection takes two curves together. 3. Let's connect two points using 'Joint Point' (At this time, they are connected by one curve.) 4. Use 'Collapse 2 point' to clean it up.
  11. FOV is the default value of 50. I even reset it with RMB. - tablet/mouse - Perspective/Orthographic All have the same symptoms.
  12. Sorry if the translation is weird.... What I'm talking about is this.▼ Steady Stroke's behavior depends on the distance of the camera. same issue in V11 I didn't touch any settings and used the default example sample and default brush settings.
  13. Sadly, 11 version still has Steady Stroke issues. The problem still occurs as the camera moves further away. Edit 1) 'chain_227B'. The problem has been resolved. !
  14. Oh, I didn't know that changing the brush alpha also changes the brush settings.
  15. Sorry for continuing to write. I'm confused. In the 'Paint UV Mapped Mesh' example sample, I noticed that there are some that do and some don't. (Addition: After more testing, other samples also have problems, but not as much as the checked sample.) Please test it with the sample checked in the image. This is the sample that most reveals the problem. Test Steady Stroke : 40 Brush Radius : 0.1 Connective Picking And a new finding seems to be affected by camera distance. Even with the same setting, the problem gets worse as the distance of the camera increases. To summarize the problems we found... - Steady Stroke with high numerical value (eg 40) - Brush Radius with a small numerical value (eg 0.01) - Connective Picking (Volume Based is fine) - As the distance between the object and the camera increases. The problem gets worse.
  16. Looks like I've found a temporary workaround. When I changed from 'Connective Picking' to 'Volume Based', the symptom disappeared. I don't know what the difference between the two is, but it's been resolved. I'll have to look into the documentation for that option. In addition, the symptoms are different depending on the brush alpha. There are things that move regardless of Steady Stroke. A typical example is 'chain_227B'.
  17. No, this option is not being used. In addition to the high Steady Stroke, the lower the Brush Size, the more prominent it seems.
  18. Steady Stroke feels really weird in Paint-room..... The higher the number, the worse this problem is.
  19. How about adjusting the 'Clay relax degree' at the bottom of the Modifier item?
  20. I am very satisfied with the use of the upper right menu. Developers are busy fixing issues, but if you have a chance later, can you add a Spline item to the top right menu?
  21. When the existing Curves tool (Not New-curve) is on the Sculpt object, it will not be able to move. But it works when the control point goes out of the object or when the object is in ghost mode. //edit Fixed on version 2021.10
  22. In Modeling-Room... Mesh - Sculpt Mesh is not working properly. If you check this feature, all Poly Groups will appear as Sculpt Mesh, but if you use Unlink Sculpt Mesh, only PolyGroups placed at the top of Poly Groups will be converted to Sculpt Mesh. (PolyGroup1 for example video) To switch from a poly model to a sculpt mesh, it is inconvenient to always have to place it on top. It looks like it needs improvement. 1. Option to convert all Visible PolyGroups to Sculpt Mesh or 2. Individually set Subdivide for PolyGroups and switch to Sculpt Mesh as you want
  23. @tokikake in my view... 1. Insufficient UV resolution. 2. UVs are arranged diagonally I think it might be one of these reasons. The smaller the UV area, the more noticeable the zig-zag problem of the texture. Attach an example image.(16 x 16 pixel) It would be good to test it once.
  24. bandicam 2021-07-20 02-44-34-031.mp4 I'm trying to follow the 3DC chainmail video :q ▶ (3DC Youtube - Creating Chainmail Pt 4) When using Stencil, Cube Mapping using Lasso still has a problem that does not match Preview. If you look at the chain armor making tutorial, it seems to be a bug. It's fine when you do it with a brush. But not Lasso. In addition, in Paint-Room, Cube Mapping with the Fill Tool works fine.
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