Jump to content
3DCoat Forums


  • Posts

  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

walter_sullivan's Achievements


Newbie (1/11)



  1. I always envied the brushes that could be seen during your tutorials. Incredible that those are available! Thanks a lot!
  2. Happy monthly subscriber here. Awesome store with really good stuff. One thing that I don't get though is why the materials do not have real names. E.g. if I would like to, lets say, find some sort of mud... I can not search by "Mud" , because the materials all have some cryptic identifiers that might be good for order in the backend, but that makes it difficult for the texture artit to quickly find what he wants. Every other similar platform has this (Substance Share/Source, Quixel). you can search a material via an expression like "Car Paint" and it immediately spits out a selection of materials that fit that material type. How would I go about a specific search like this in 3D Coat store? Unless I am not overlooking somehting, it is not possible, which renders any search option obsolete... Simply be able to search the word "metal" is not enough. It needs to be more specific "Metal car", "Metal oxidized", "Metal damaged", "Gold" etc. etc. This makes this store difficult to use on a fundamental level. I am not sure if I am overlooking something, cause I find it hard to believe that the authors of the store did not think about somehting like this when naming their materials. This here helps the cutomer in no way and even makes it a chore to find materials on the platform: I would be curious if there might be a particular reason for this decision to name it like this, without any information about the actual material type in the name. A simple quick search for metal on Substance Source shows how it is supposed to be done for delivering an actual usable search and browse experience regarding material naming:
  3. +1 Heavily missing currently. Meanwhile other software even advanced their usage of an id map. In Marmoet Toolbag 4 I can simply grab any layer from the stack and drag it onto your mesh, which then turns into a color id map view and you can assign the layer to be restricted to the specific color id: 2021-09-04 14-40-20.mp4 The fill selection tools in 3D coat are next to none, no question. You can cut out or fill any area fairly quickly. But having something like this in 3D Coat would make it even more powerful and quicker.
  4. Missing some complementary color as focal point/break up/relief. That would punch even more. Otherwise, supernice and well executed design!
  5. Dear Developers, is this suggestion maybe taken into account for future paint layer handling in 3D Coat/Textura? Or shall I create a new feature request? Painting feels really awesome in 3D Coat, in fact, no other app offers this type of organic feel in 3D painting, plus all the awesome selection, stencil and curve tools. I love for example the stamp mode, it is like a dream come true coming from zbrush poly paint. I always wished for somehting like that for per pixel painting. It is really amazing. That's why I like to get more into it also for PBR, not only handpainted (for which missing passthrough mode is not as painful as it is with more complex layer stacks). It are really only a few things missing to round it up well. I would be really curious to try it out more, especially now with the vast library of good looking smart materials and integrated Quixel Megascans (3D Coat is far more mature artistically than Quixel Mixer, actually miles ahead in that regard). Only these minor things currently holding me back (and probably others as well who are well experienced in other texutring apps), which are mainly Passthrough blend mode and lack of real B+W masks. By having a pass through option, you could also use the "color Operations" tool non-destructively, for example, to saturate layers below without having to work on the actual layer. This another huge benefit cause 3D Coat does not seem to have any adjustment layers, which are another crucial element for texturing work if you are not planning to constantly send back/forth your textures into an image editor. It is a bit sad, I feel like everyhting is there plus the amazing paint feel. It is just so much left to unlock 3dcoats true texturing potential as a serious option for non handpainted texturing work.
  6. Thanks much! No apologies needed Very nice caring here in the community, rarely experienced something similar before. Many thanks for the generous pm offering help. Really really appreciated.
  7. Hmm Digman, are you sure about this?: Because I could work with all the other retopo brushes, even the strokes tool to perform retopo, just the "wrap around" strokes as seen in the videos before did not work. the rest of the toolset worked, despite it seems I was retopoing on top of paint objects. I have attached another video. You can see my process I did here from before, ignoring the Welcome Screen and importing manually. This way, I also have my view mode shortcuts back working! You can see that retopo tools still working, even if these are imported seemingly as paint objects? 2021-08-14 01-48-57.mp4
  8. Thank you! I gotta admit I am now super confused about how the rooms relate. As I am used to using other programs, I just don't chose an option from the Welcome dialogue window. I close it and just went to "file -> import mesh -> Reference Mesh". I assumed this is a correct thing to do to perform retopo, as the term "Reference Mesh" is somehting I am used to when wanting to perform retopo onto a high poly mesh, which is then I thought called "Reference Mesh". But this exactly lead to the strokes not working. You are absolutley right. It seems to not work on paint objects, only on sculpt objects. I dont understand the separation, yet, and why this causes some tools to work and others not. However, when choosing "Perform Retopology" from the Welcome menu, and then choosing "import huge reference mesh", the strokes tool works. It seems when wanting to use 3D Coat, one need to get used to certain things how rooms are related and stuff. I find it a bit irritating though that a wrong decision subtly cause some tools to just not work, instead, one could have an instruction displayed that says for example : " Hey dude! You are trying to retopo on paint objects. Please send the mesh to sculpt room first" or something similar. Thanks for the help! I am trying to get into 3D Coat and this was the first major roadblock I coud not somehow solve myself or by googling/watching the YT channel). Coming from around 8 years of Blender and 5 Years of ZBrush usage, I feel lost about how meshes are handled. I am used to import somehting and be able to do whatever I want in other programs. It seems in Coat you need to know exactly whats allowed where from the start. Regarding the "Relief Only", I unfortunately can not get the view modes to work anymore, its really werid. Even after multiple restarting and restartign my machine., the shortucts 1 2 3 5 7 8 dont work anymore. I also can not activate them anymore over the menu. Never happened to me before.
  9. I have tested with Smart Retopo tool. Unfortunately, behaviour is exactly the same. Are we doing something wrong? Attached video again. 2021-08-13 14-47-00.mp4
  10. I experience the same. Why would this have to do with your graphics driver at all? This seems to be one of the standard answers around here as soon as there are problems with this software. Does not make a lot of sense. Anyhow, I updated my driver . Still the same. The strokes also do not work for me with 2021.02 GL . I don't undertand what this screenshot is supposed to say, it is completely unrelated to the problem of drawing strokes around tubular structures as you can see in op's video. Also attached a vid for demonstration. As you can see, the tool does nothing when trying to wrap around structure. 2021-08-12 22-21-50.mp4
  11. With 2021 out now, I was trying to get into 3D Coat painting tools again. After learning to further understand it and try to get over the fact that there are no B+W layer masks to control layer opacity whatsoever, I found it hard to believe and was very surprised that there is no pass-through mode for layer groups. Coming from years of experience in Substance Painter and using Affinity Photo and Krita, sadly, I can not use a paint system for PBR texturing without this, no matter how cool it otherwise seems. There is already a lack of Folder icons, which makes organizing layers difficult from a visuals' standpoint. Layer groups should be visually distinguishable and take off the cognitive load and eye strain to detect them during a painting session. For this reason, Substance Painter (and basically any other image editing software) has folder icons , or even the ability to assign colors to layer groups in the latest versions. Basic usability stuff like this is essential before adding all the more detailed features. Organization on the most basic level is what makes professional users appealed to the workflow. The painting system in 3D Coat has great potential, but the workflow to me feels a bit like all over the place. It is often said in the official training videos that it was designed to mimic Photoshop and should work the same way. Yet, it does not on a fundamental level. No masking other than "invisible" clip mask layers. No real distinction for groups other than acting as expandable parents. And then even no possibility to use those as containers for organizational purposes only without influencing their blending behavior. Now, after trying 2021, for me, it takes away all the potential that I see in this app for texturing. For me, it is a showstopper having to deal with this stuff, no matter how great and organic the painting feels otherwise . Those things just pile up too much, and I can not afford to spend any more time learning to work around those things and not use Substance Painter or other texturing apps (Marmoset, Mixer) with a much more straight forward and logical workflow. How can I even tile a texture, for example? Why is there no numerical tiling value in a texturing app for games. Also not a great fan of waving a slow rectangular "Smart Material Preview" into my face that does not even show the material at my true Texel Density. This preview would not be needed if the workflow would work with masks and hence be more non destructive. Let alone the fact that for a painting app, dragging sliders to fine adjust layer opacity is still terribly slow, which I found disappointing to see still in 2021. Almost unusable for quick and fine-tuning of textures. I tried to get into 3D Coat 3 times. The new retopo and modeling tools appeal to me, the modeling tools are a great addition. Overall, a great app. But painting is still stubborn for me to get into with those strange problems and behaviors making it unnecessarily difficult to handle for complex PBR workflows. Sorry for digressing a bit, yeah, not having pass through, was the cherry on top for me that keeps me from further learning to texture in 3D Coat. Simply can't afford to choose a workflow that makes stuff more difficult. You guys have achieved a marvelous app and with Texture now, you have the chance to a real competitor. I hope you take this constructive crit into consideration. There is no point in trying to "be different" just for being different sake, when everyone is used to how basic workflows in image editing programs work. Unifying and freeing up the barriers in the workflow would really help 3D coat tick out also in the field of texturing. Currently, I feel, it is not there when compared to competitors
  • Create New...