Jump to content
3DCoat Forums

Elemeno

Advanced Member
  • Posts

    900
  • Joined

  • Last visited

Posts posted by Elemeno

  1. 29 minutes ago, DustyShinigami said:

    Yeeeaaahh, it kinda depends on the camera's view though. As I demonstrated in my video, if you're doing it from above, and you're trying to slide it outwards and inwards, it all moves in one direction, rather than uniformly 'fanning it' in or out. Sliding an edge up and down is never a problem; I do it all the time. :) But if you try to move one in or out like this...

     

    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

    • Thanks 1
  2. 2 hours ago, Vexod14 said:

    Alright, here's a video of this tool I just recorded (I compare it to standard ones we have in both Photoshop and 3D-Coat to establish a reference point). Hope this helps !
     

     

    ive wanted blend brushes for so long... i do most of this in projection .. but would be amazing to be able to do it inside 3dcoat

    • Like 1
  3. 8 hours ago, cookepuss said:

    I know. Pilgway isn't in the business of selling maintenance. I also know that you must meet certain conditions first before you can upgrade. I've already read the threads.

    1. The maintenance period of your license must expire first. CHECK. Mine just expired yesterday (7/20/2023).
    2. There must be a stable build to upgrade to, newer than the last stable build you upgraded to. CHECK. I upgraded last year at this time from v2021 to v2022. The current stable build is v2023.25.

    As far as I can see, I meet both criteria and would like to upgrade from my 2022 license (ending July 20, 2023) so that I can get another 12 months of support, updates.

    I'm not expecting the option to be instantaneously available to me at the stroke of midnight. However, I remember that numerous people had problems last year. I want to avoid that.

    I was just curious whether or not the option to upgrade is done automatically or whether we have to request it from sales first, which I didn't need to do last July, fwiw.

    I've been using 3DCoat for 14 years now. I upgrade from v3 to v4, from v4 to v2021, and from v2021 to v2022. With my license perpetual, but no longer eligible for maintenance past July 20, 2023, I'd like to keep my streak going. Happy to pay. Just need the option to do so. :)

    missed the upgrade option?

  4. 4 hours ago, Richard A. said:

    Hiya,

    It would be really really nice and more elegant if there were a way to have all the panels in one "asset browser" sort of set up.  The interface can get very crowded and clunky looking when one is adding docked panel after panel to the UI to get a work flow set up.  

    Also there is no way for me to drag panels to my other monitor to lighten up the amount of panels needed to work.  As advanced as Textura and 3DCoat are I would have expected that to be already implemented.  

    The large screen shot works OK but yea, could be a little more lighter if I had a way to push some of those panels to my second monitor! 

    Thank you

    Richard 

    Current setup.png

    my friend ... use TAB.. tab is your painting friend

    • Like 1
  5. 14 hours ago, allanmrtn said:

    oh ok. that's sad. it would benefit the software so so much.

     would be a great feature request then.

    oh sorry i didnt read that .. yes you can desimate the mesh , the triangles will be larger in flatter or smoother areas ... and smaller triangles in bevels or booleans etc... sorry again i didnt read properly

  6. 2 hours ago, allanmrtn said:

    I'm wondering if 3dcoat's export tool takes into account the detail of the object, sort of like Gaea does it, by assigning more polys to the more detailed areas and reducing for less detailed areas.

    no...... if you create detail then that detail will be exported... however if you decimate the object too much details will be lost... i believe gaea is procedural .. so its not actually a generated mesh until you export then yes gaea would add extra topology depending on your needs ..

     

    ive yet to have the chance to buy gaea terrain generator yet ... i might give it a shot now

    • Like 1
  7. 58 minutes ago, r0ss0 said:

    Hi

    Probably a dumb question.

    I still can't figure out how to "show all" objects in the modeling/retopo room.

    And there is not a thing called "voxel tree" in 3DCoat 2023.17.

    I can do the later two operations fine(toggle visibility icon, Alt to isolate), but many times I have to click the visibility icon one by one...

    How do I toggle visibility icon all at once in Poly Groups Panel?

    bdAQuY9.jpg

    alt left mouse click will hide all and show all

  8. 6 hours ago, zf3d said:

    My teeth are separate from my mouth. If I create expressions and can only adjust one model at a time, I cannot follow the teeth. How can I better adjust multiple objects? If I merge them, the topology of the mesh will definitely have problems, which seems difficult

    QQ%E6%88%AA%E5%9B%BE20230717195118_zf3d_

    use rigging... be the easiest way... but if you're still sculpting posing , then pose the face and leave teeth last

  9. 7 hours ago, animk said:

    No mouse wheel rolling please, I wish blender can find a way to replace mouse wheel rolling control for pen.  I am very used to model and animate in blender with pen.  Now I use the touch ring on the tablet to do the mouse wheel rolling works.

    Polygonal modeling is difficult when it comes to complex hard surface modeling with a lot of bevels and boolean.  While CAD programs are good at those functions it has difficult time to create free form curvy hard surface.  I feel the balanced solution to achieve both (if not look for engineer level accuracy) is to do it in sculpting and have a nice auto retopo function to retopo the final models.

    I feel the modeling room in 3d coat should not be meant to achieve complex polygonal modeling (meaning it should not compete with blender), it should be for convenience to make standard hard surface forms such as pipes, wheels, cans, bottles, bolts...etc to improve the efficiency for 3d coat's sculpting,  so we don't need to sculpt those then retopo later because we can easily make those in modeling room with nice topology by default.

    Especially for design, sculpting is still the best workflow, when constantly dealing with topology, face, edge, vertex there's no much energy left for being creative.

    implementing mouse rolling wont do any damage... maybe they can hotkey something that allows us to use a slider with pens

    • Like 1
  10. can anything brought over from retopo room or modelling room as surface mode not be triangulated please ... gets an edge flow is impossible because its constantly being triangulated .. im happy with voxels being how it is ... but surface mode needs to retain its topology , and quads are the best way to sculpt onto , subdivide , modelling etc ... quads also dont cause shading errors... i really dont want to bring anything into zbrush anymore ... i want to be able to have a high quality high poly sculpt that isnt 30+millions tris and takes forever to bake from ...

    • Like 2
  11. 1 hour ago, DustyShinigami said:

    I'm sorry, but I really don't like 3DCoat's Knife tool at all. :( Here's another example... I have Ignore Back Faces checked, I've set it to Quadro/Quad, and I've even tried having the screen focused on the area from the Left view so everything's perfectly straight. No matter what I do, the same issue happens.

    https://imgur.com/LXmHTcI

    So unless things have been greatly improved in a newer version, I can't say, as I'm still using my university's. :-\ 

    EDIT: Also, how the heck do you imbed a video like Gorbatovsky did above? I even tried uploading the video to imgur, but none of the links do that. And just adding the file as an attachment just allows you to download the file.

    ive had loads of issues with knife tool ... i find getting quad topology using the knife works better

  12. 6 hours ago, zf3d said:

    link: https://pan.baidu.com/s/17bLFYBMxA2krV_PZc9zLYg?pwd=xtk9 key: xtk9

    Main useful features:
    1 extrusion point, extrusion line
    2 chamfers, adjustable chamfer edges with rollers
    3 circular cutting, which can increase or decrease the number of circular cutting edges
    4 merging points, welding points are more convenient
    5 movement, rotation, scaling, normal movement, and soft selection size can be adjusted by combining the scroll wheel
    Moving along the normal is good for scaling

    you know... i dont touch on the poly modelling side much ... but you can do all this in 3dcoat... the ui isnt great nor is the hotkeys dedicated for any workflow ... but if you look for it you will find it .

  13. 10 hours ago, AbnRanger said:

    Some of this has to do with scale, and I had the very same issue in 3ds Max, for the longest time. Models of very small scale have camera clipping issues. I had this exact problem on a recent model I imported from 3DS Max and after scaling the entire scene up considerably, the problem pretty much went away.

    works better thank you, point to polygon isnt working as expected, it tries to attach to any other vertice except the ones you actually want lol.... most of the time it works nice..

  14. remember whenever you import into unreal engine any version .. it will triangulate the mesh , so if your model already has triangles and triangles that are narrow then ue will split them and cause strange artifacts... its why topology is so important and alot of time is spent doing it

    • Like 1
  15. 1 hour ago, rosikowski said:

    Hi guys, so, something has changed, either in 3dcoat or in New unreal engine 5.2 ? suddenly my normal maps are not making the model look better (I`ve always used retopo via decimation / then bake normals) then I was texturing it, and the Normals always made my model look sharper, better. now its something like this :
    image.thumb.png.e19b9d40c27859ea43141c296ab5d312.png

    at least thats what I thought it was, in blender it did look better but with simple light scenario (local point light, no ambient light) but when I turned on nice hdri I had noticed the same weird shading on the edges, of orange parts on the top of the turret (Im no 3d artist, Im a concept designer, so Im gueassing its becouse for the dirty Topology?)

    image.thumb.png.6c41ef907d4c0210b76975416e146f67.png

    So, this ugly shading only occurs when the light is really low, on top light scenario its all fine 
    image.thumb.png.ee418fb9a96c6872b9d17e91d9fbbec3.png

    but then when I render the same object (retopoed mesh, with textures, it looks beautiful no matter the angle) ( sorry for the long post, actually at this point Im not sure whats my question :D, well, the question my be, How to improve on stuff like that, I should learn more about topology right ? xD or just render my concepts in 3dcoat)
    EDIT:
    any tips on how to quickly do RETOPO so the unreal engine will render it nicely ? maybe I can render High Poly mesh and use nanites ? but then how to texture it ?)

    image.thumb.png.1d36d1e92222b51d6cc443f1442c1175.png

    can we see your final topology, that looks like the topology of the model is responsible for that

×
×
  • Create New...