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Everything posted by poeboi

  1. Based on my Post in dev thread I'd like to move this here, since it's more feature request
  2. I might've asked about these ones already still think they would be super useful, not my intention to nag, understand completely there are other priorities 1) May we have a facility to control Bend Volume in sculpt room with curves, in the same vein as we can control strokes size drawn along curves (with curves)? Use case: It is tough and time consuming to control the variation of size with Bend Volume, by only manipulating the individual radiuses of points. Controling the radius of bent model with curve would be a quick stop shop to do it 2) Bend Volume for Modeling room, using retopo groups and retopo models Use case: straight up bend finished topo models along curves, possible with finished UVs even, would be so handy and powerful in many modeling circumstances. Say, track belts for a vehicle could be done by modeling it "straight" then bending it into place. Or character parts, like waist belts, even hair geometry or horns or something. Thanks for any consideration, hope all is well and best of wishes!
  3. Hi, to be clear I think (we) mean these curves and export their data somehow, so we can make into these curves in blender
  4. That's true 3dcoat curves to blender curves might also be a cool community project, it hinges on whether we can for example get curve data from 3dcoat in meaningful way, serialize it and send it to blender in a manner that it needs to reconstruct the curve I haven't looked into any of it but on paper seems straight forward enough.. until it's maybe not
  5. Thanks so much for many updates this year, and hope all is well I have a question: was it ever in the cards to make it so 3DCoat curve can be sent to Blender, as Blender curve? Best,
  6. Hey, I think this is what I did (it's been a while) 1. got the .py files from https://github.com/mifth/mifthtools/tree/master/blender/addons/2.8/io_simple_3dcoat 2. put them in a folder, zipped the folder 3. in Blender, used the preferences→addons , install addon button — the one with which you can pick a .zip and install from Hope it helps
  7. Really want to present this idea briefly for an additional method of making selection with pose or freeze tool, possibly even hide tool. Thx in advance for any consideration: What if, could use the intersection area between geometries to "paint" freeze and pose area, or hide area. Here is an illustration to try and show what I mean. I think it could be handy for many situations for "precise" freeze / pose in 3d space. Additionally, maybe soft falloff area could be adjustable via something like volumetric distance in all directions around "source" if that makes sense.
  8. Just tested on 2021.91, Blender 3.0 (not sure which build) I can receive from Blender and send anything back in all rooms now Pog! very happy abt this Have not tried with textures/node setup yet Some scale issues, enormous initially in 3DCoat, then small in Blender and small on get-back to 3DCoat again. I'll try to resolve it with some of the settings Edit: Seems like I might have jumped the gun, while I can't identify how or why, sometimes I get send back (3dcoat→blender) problems with Paint room in particular Edit2: Yup, sorry after all, after a few successes now it unpredictably works or doesn't work. Sculpt room always works but retopo room and paint works only sometimes, nothing on getback in Blender but files definitely manifest in exchange folder. Which becomes ~\Documents\3DC2Blender\ApplinkObjects Edit3: Mifth's applink which I just tried, works! Exchange folder set to ~\Documents\3DCoat-2021\Exchange
  9. Hey @YousungI too can confirm these problems, they've been present for a long time. In my experience, the moment one goes 2k+ resolution, even on desktop hardware, the sliders struggle and become slow. It works well with vertex paint but not so much textures. Maybe it's not of help, but if you set up an external 2d editor e.g. Krita, Photoshop, Clip Studio, SAI... Anything then this option can be used to send a layer to that program, and usually something like HSV manipulation is much faster in there. Then can send back, by just saving, and then going into 3DCoat again. It's become my goto for changing something like contrast/hue/values/rgb because of this
  10. Regarding this problem, I found out that (it works properly) undo does not change the object if: the bend curve modifier is first applied → an object is picked from Sculpt Models panel instead of from VoxTree in other words, if model to be bent is picked from sculpt models it works like I want to wasn't aware that this was possible, it's actually very handy for reference its 1. apply bend volume to a curve 2. simply click an object in sculpt models panel in some ways this is more convenient too since don't have to have the models to be bent in vox tree
  11. Hello, I would like to give some feedback on a behavior which is present with bend volume tool in sculpt room 1. if you're working on several curves with bend volume modifier attached to them, and each a separate object 2. Modifying any one curve, and simply performing undo (intended to undo manipulation of curve 1 step) 3. It will result like in this video: all curves now get models replaced by last occurrence of bent model instead of what they had 5BDpj2koZ8.mp4 To me, this is quite undesirable, I have a need for bending multiple models simultaneously, and undo produces this, which I then have to fix pr curve by editing bend modifier and re-selecting the objects again I wonder if it would be possible we can get new default behavior: always keep the original object OR something like a "lock" ? to prevent the bent models changing undesirably thank you for any consideration!
  12. I noticed that gizmoless transforms also work in the Tweak room now, don't know since when just wanted to say thanks for providing that room with some love too There's something about the Tweak room, for quad basemeshes it just works very reliable, smooth and fast for what it is. I hope it won't be deprecated/you give up on it! While on the topic, an ability to ghost volumes in Tweak room would be great, but it's understandable if you don't want to divide focus on something like that now.
  13. I am having the same problem and have for some time, it's strange. Currently on 2021.83 and Blender 3.0 Trying to customize ui and un-hide, I could not find it either 3DCoat and Blender, these two apps I don't think will ever be "versus", they compliment one another incredibly well (according to me at least) with mutually exclusive features/tools. It almost feels improper to suggest 3DCoat devs concern themselves with this, but if there ever was an app which I think 3DCoat could benefit from a 1st party applink with that just plain works reliably and well, I'd have to say Blender applink. Might even convert some customers. (Omniverse a possibility too but that's perhaps uneven given it's a nvidia-only platform.) It's not exactly grueling to hop between apps manually but it kind of interrupts the flow and feels like a chore
  14. Thank you @Carlosan! That's exactly what I was looking for
  15. Hello, when I open a 3DCoat project as a new session, and import an object, I get the prompt to preserve the scale of the object for export (Yes or No). Clicking "Yes" will ostensibly scale the entire scene — and in my experience when exporting, the relative size of the object imported into 3DCoat is maintained 1:1 in the origin app when exporting from 3DCoat. This is a great and very essential feature and saves a ton of scaling work or messing about with units, etc. However, here's my quesiton: Is this scale stored anywhere? Is it possible to persist it between sessions, like "loading" this scale setting for instance when working with something that is intended to be sent to Blender or something? I can find FBX export units mm/cm/m but not anything like scene scale anywhere. I'd much appreciate any info on where I can find something like current scene scale relative to default scene scale, or change it, if it exists Thank you for your time and any responses
  16. Common tree of objects sounds very exciting Do I understand correctly, it can be one mesh that is sculpt, retopo object and paint object simultaneously? I'd be interested to know if that means we can work with preserve quads drawing/topology in sculpt room
  17. no problem! The trick I think will be creating one "curl" model that's an adequate approximation of a curl of hair and placing multiples, making them distinct enough. The one I did in the example is obviously not very appealing it was just for demonstration purpose As a bonus, here's two more ways to place the curl/model in case it's easier 1. using "Import" tool, and using "on brush" lets you place it with your brush instead and changing some parameters 2. using the entire curl as the model to bend, and bend along curves you place on the head. You can do multiple curves in one go as well by the way, (select all curves, model, and bend) but you lose some control and it can also take up too much memory l7VCJMudiJ.mp4 JR57Gkkhfd.mp4
  18. @syunikiso Here is my proposed solution, this is a bit of a quick and scuffed example, you should be able to make more elaborate result with this but just to present the idea. All steps included in .zip file but here are the highlights: Create a vaguely "hair contour" shape suitable for bending We're then going to create some curves from the edges of this spiral fix the "hair shape" so it's pointy, before we bend it also use smooth curve deform tool to make the curve more organic Bend it along curve, adjust accordingly with parameters of bend tool Subdivide so it's smoother This will be "one iteration" of a curl that we can use multiple times, store it in meshes panel Having stored that curl to the meshes panel, and using the "primitives" tool with it (the curl) as the "primitive" in sculpt workspace gives us these controllers that we can use to easily place it and change it's shape somewhat with the handles And so you place and deform a lot of these poly curves like that Again, very quick example, the curl came out a bit scuffed but you can make a mor elborate contour and curate it much more etc hope it can help, didn't have a lot of time on my hands righ now curlhair_steps(quick example).zip
  19. I have an idea however you said miniature, does client intend to want it 3d-printed? Because not sure if the solution I have in mind would work particularly well for that honestly I struggle to envision how one could get particularly better results suitable for printing than what you have
  20. Hello In the software which you used to export the .fbx, if you can try look for something like "default pose" or "rest pose" or "bind pose". It will likely be that t-pose. Somehow you must override it, to the poses then export. Unless you can go to the pose keyframes and get the model how it appears in that moment, export directly as .obj in that pose. This might be boring but i'll try explain why it's like this .fbx can store the model, but also the model's animation separately. What does it matter? It means, what most likely happened here is your model as "geometry only" is in that t-pose. But the 2 poses you made, they are stored in the file as animation. Microsoft 3d Viewer can support something like animation, so it "knows", when you import the .fbx into it, try and show animation, the 2 poses with different arms you showed in the first pictures. 3DCoat only looks for the geometry since it does not support animation, so it takes the occurrence of geometry from the .fbx file, which is just the t-pose
  21. Hello, this plugin is great! Works if I send from Blender to 3DCoat, and after — but only after, having sent something to Blender, can I then send anything from 3DCoat to Blender. I cannot get the Export To... Blender to show up at all in any 2021.XX build I've tried, also today pr the Blender 3.0 daily I'm currently using and 3DCoat 2021.70 Set my exchange folder on the Blender side to be ~\Documents\AppLinks\3D-Coat\Exchange, and Texture/Objects folder to be ~\Documents\AppLinks\3D-Coat\Exchange\Textures "Export to" from 3DCoat never shows up, I've tried troubleshooting it for a good while now. Send from Blender works perfectly. Sending something from Blender, and then texturing it, sending back, also works. Sending back sculpt objects also work. Haven't had any luck with sending Paint objects unfortunately. IF anyone has had any luck resolving this type of issue with recent builds, not V4, please let me know how you did so. Thanks for your time!
  22. Hello, I have an UPDATE on this (still 2021.70) Ok, turns out this behavior (gizmo always re-centers) only happens when the brush mode is set to a mode such as rectangle, while with dotted strokes or brush it stays in position where it was placed (like how I wanted). I checked some builds back and it turns out this has been the case for several builds, so I was mistaken that this was a recent change. twfkUbrRUc.mp4
  23. Hello, might be a bit contrived but one possible option might be to 1. first do a 'pass' if you will — use a shared UV space for the columns, paint and apply the desired diffuse/albedo textures like how you first described 2. When that part is satisfactory and you need baked AO, have a version of the model with separated UV islands and possibly multiple UV sets 3. Bake the albedo from the version of the model with shared UVs onto the one with separated UVs It can be done with this option in 3DCoat painting room, in my experience the results are oftentimes almost 1:1 despite different UV layouts/topology 4. Import the baking target; the one with separated UVs, 5. import the albedo as diffuse textures, inspect it to make sure it looks how you expected 6. Then bake the AO as separate pass onto that one
  24. I'd like to preface by saying I really like the behavior and feel of the modeling room, it is /has been very welcome addition and I think you've done a good job with it so far . It is with an asterix that one is also comfortable with retopo and sculpting rooms to some extent, that the modeling room compliments those. For a modeling room in 3DCoat, in my opinion it's purpose is better suited to helping user do the type of modeling jobs from scratch that are challenging to achieve via sculpt + retopo — it doesn't make sense to be a full on Modo, Silo or Blender or 3DS Max modeling experience. For example, modeling something in model room, sending it to sculpt room, using the "conform to retopo" setting and using the Pose Tool to deform sculpt and retopo facilitates creating quite complex geometry otherwise hard to model from start. (Previously I used tweak room, but Pose Tool is so good now) My number one suggestion for modeling room is a Bend Volume / Bend Along Curve type tool. (In this video it was one object bent so there are many copies, but one can also just bend one object along it's length, and control contour with the curve normal tangents) It could work similar to the one present in sculpt room, except work with Poly Groups or with Model Panel models. If user just first worries about modeling a complex object on the XY plane first with clean topology, one could then deform it along a curve like so, then that has the potential to solve most any modeling job in isolation which is otherwise quite challenging! That is without getting into CAD type subD tools or NURBS, which feel a bit out of scope for typical dcc asset pipeline, I don't have experience with those kinds of tools but I'm well aware of the usecases.
  25. Hello! From experience looking at pics of model here are some things that might be going wrong When you are in paint room, with smooth shade display mode on (the default, hotkey 5) and only have normal map— if the model is not an entirely "light gray" all over but also have these inadvertent dark gray spots, it could mean 1. it is trying to display some faces the wrong normal direction, e.g. slightly inward even though it should be pointing outward, etc. it might stem from the model's file itself, the problem can come from .mtl file accompanying a .obj file or normal information in fbx 2. normal map preset is somehow wrong, wrong red/green direction, 3. the areas that are supposed to be "zero/no depth" do not have the color R/G/B 128/128/255 but sligthly darker!! (you can check by just color picking a part of your normal map where there is supposed to be "nothing" and see if you get that color) Seams like that in normal map might mean 1. that the normal map are very exactly within or "on" the boundaries of each UV island, in example one for the head, cowl, horn etc → if the edges are then slightly jagged, it will appear as seams because it can be offset slightly by some pixelation this type of problem is less noticeable with higher resolution normal maps 2. UVs has somehow been smoothed one iteration but normal map is from unsmoothed model with unsmoothed UVs 3. In the normal map colour information, the contrast in depth information between what is situated exactly on the edge of UV island and outside is too great, causing a slight bump → and seam becomes much more visible Here's some things you could try to either troubleshoot or solve it 1) Export model as .obj only without any materials, delete accompanying .mtl, re-import model into painting with default values. Verify that you get clean, 'light gray' model with no dark patches. Then at least, you know the problem is not 'baked into the model' so to speak 2) compare the UVs of model, how they appear for the model in 3dcoat and in blender before export of map, do they look different at all? You might have smoothed UVs without being aware of it when importing model into paint room. Making sure they're the same might fix the problem 3) check that there are no areas of normal map that is supposed to be "zero depth", color R/G/B 128/128/255, but is instead a darker depth value 4) Try WITHOUT any software preset on normal import, no preset and try with one at a time, the various, Invert Red, Invert Green, Swap Red <-> Green settings and observe that you get correct normal display Hope any of it can help Also reminds me of
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