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Elemeno

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Everything posted by Elemeno

  1. 3dcoat will instantly add tris ... its just how it is .. they said last year that quad support for surface mode would be coming.... hopefully soon ...
  2. imagine it like this .. 3DC piles lots of great features but once they are added they arent perfected .. for example the mesh to nurbs or nurbs modeller thing that nobody uses or will ever use was added ... but thats all its done ... the photogrammetry was added and no work will be done ... theres tons of modelling fixes we need .. tons of paint room features and bugs that need adding and fixing .. a ui that needs updating and simplifying .. sculpting bugs that weve had for many years .. but silver lining is they do fix it and do perfect some things .. they are a small team that currently work at home and they are providing a great product so stick with them ... they are trying
  3. i think nodes were meant to be added soon? maybe can get do something like a levels node or contrast?
  4. high poly sculpt -> retopo mesh , autopo is found by right clicking the sculpt tree menu of the mesh , once you have a retopo mesh then in the bake menu , update painting mesh with retopo mesh then inside painting room texture menu , baking tool then in edit theres ambient occlusion and curvature baking ... and if pilgway would be so kind as to hide more baking options we would approve lol once you get the hang of things its simple but the menus and ui is extremely messed up and nothing is as straight forward ... alot of us have been asking for a more simplified ui so hopefully it comes soon
  5. you only get 1 years of free updates but you get the last update forever
  6. AWWWW hopefully ... they had a few updates like nurbs and things that really doesnt help alot of people so hopefully some of the above come around
  7. there use to be alot of interaction with developers and constant communication about upcoming features .. whats planned etc... 1 i dont see that anymore and 2 none of which has been implemented or any word of it happening specifically talking, new ui, new paint room (layers,masks etc) and quad surface mode.. are these still being worked on? the quad surface mode alone is the one thing i need most... topology is super important to me if i have a good topology then i want it to stay
  8. but at the same time .. whatever you make with them tools .. you could do it faster using the cut off tools or booleans ..,
  9. problem is i cant find any good tutorials on this tool either... so for me its just confusing , loft tools are great if they work so an improved version would be amazing
  10. ive tried .... so many times to use these tools and cant work them out at all... theres like no description of use
  11. its a real must when we are polishing up meshes ... especially when you have a good eye flow and you have nice detail at a lower res .. tri are great for concepting work but quads in surface mode are a must ... plus ...
  12. the amount of tris shouldnt matter.... technically 3dcoat boasts unlimited detail if you can handle it
  13. im not sure i understand what youre asking ... could you explain a bit more on your question please
  14. you make a serious point here .. ive always said each room should have specific hotkeys .. i never use modelling room in 3dcoat , its just too slow and hurts my workflow ... but 3dcoat is also super quick in other areas ... so maybe for modelling room we could maybe get a blender script or something ? that hotkeys used and apply instantly rather than using one tool to select then another tool to bevel and then accepting that size and applying ...
  15. only use for multires .. is if you start to finalise the sculpt and you realise that a part of the head is wrong , moving or smoothing wont be very effective at such a high resolution so you can drop down , move where you want the areas and then back to high detail without loosing detail , also the push for quads is something 3DC desperately needs .. although you can get a nice finish with the tris 3dc generates , sometimes(most) of the time tris that are elongated or narrow cause weird shading , having quads that follow a topology are more optimised and also bake better , if you notice even at 20+ mil tris .. the edges are still jaggedy , this shows through on bakes .. calculation time of quads is alot faster . dont get me wrong i love voxels ... but for a smooth clear finish i need quads and i need catmull clark subdivions inside sculpt too..
  16. we will never ever get human quality auto retopology or human quality uv unwrapping .. unfortunately .. we have different uses for everything , EXO and Zremesh and autopo do a nice job of topology flow but isnt as good as manual ... also as i said above .. changes to high poly sculpt are very rare after doing your retopo and uv unwrap etc ... get your high poly right first time lol
  17. HERES THE PROBLEM... you wouldnt need to change a final sculpt, before the finalize the character or prop... its critiqued , pulled apart , i want this that way etc so if youre using 3dcoat then you retopo the finals sculpt bake etc done , with Zbrush , your retopo mesh can be sculpted onto it , it uses quads so the calculations are easier , meaning you can flicker between divisions once you have finished the detailing etc , you can also bake your low divisions onto your high divisions but its just workflows.. one isnt better than the other , some have pros and cons like all things , there isnt one good workflow , its what works for you and catering yourself with the tools that work for you.
  18. well youve just found a bug in the slide edges tool ... but slide should be axis locked but this isnt the case ... as you say the camera view is important to if it works or not
  19. i have done a quick demonstration for you 3DCoat 2023.25 22-07-2023 18-12-07.mp4
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