Jump to content
3DCoat Forums

digman

Reputable Contributor
  • Posts

    4,582
  • Joined

  • Last visited

Everything posted by digman

  1. Since Andrew found a problem and fixed it, I will await a new build to test the file.
  2. Is is possible to share the model. I would like to run a few test also. Pm with a link to download.
  3. I would switch back to the old style curvature for now if you need to get this done atm. The new RGB cavity curvature baking works in most cases but still needs some fine turning I believe. You could send the file to Andrew to help improve the RBG cavity baking. I found a few places where the uvs were getting stretched a bit but it was not so bad to cause the problem. I made no changes in the scene scale nor scaled the object using the older default curvature baking.
  4. Out of town today but will look at the problem when I get back this evening unless Carlosan looks at the problem as well and figures it out.
  5. Windows version 2021.63 I still have those options on my end. You do have to setup your own hotkeys for them now I noticed.
  6. I looked but did not see anything to turn it off. Though I could be missing it. I believe it is hard coded.
  7. The depth being inverted when converting a normal map texture to real geometry(Surface Mode) when using the new feature has been fixed. Using the function now works as expected.
  8. 2021.62 - If you import the mesh for the vertex painting and it has textures, all of them will be applied to the mesh (color, gloss, metal, displacement) - Now you may transform paint objects to sculpt objects, textures (color, gloss, metal, displacement) will be transformed to vertex paint layer. ------------------------------------------------------------------------------------------------------------------------------------------------ The above works but a possible bug. When the normal map is converted to real geometry, the depth becomes reversed. This is with hand painted depth and my testing of some of my personal smart materials did the same reversing of depth. I do nor know if this due to the type of normal created in the paint room but expected behavior would be any norrmal map preset should work correctly. This is a new feature so I expect some problems in the beginning. Open beta testing we have. //edit Fixed on .63
  9. 2021.62 Information on the new feature form the update post: "- If you import the mesh for the vertex painting and it has textures, all of them will be applied to the mesh (color, gloss, metal, displacement) - Now you may transform paint objects to sculpt objects, textures (color, gloss, metal, displacement) will be transformed to vertex paint layer." --------------------------------------------------------------------------------------------------------------------------------------------------------------- I had been a little confused about the feature. I thought it was for importing external models for vertex painting with now all the textures including depth. Carlosan showed me it is from the Paint Room to the Sculpt room surface mode. A new selection has been put in the Bake menu in the Paint Room shown in the picture. You have a choice of subdivision levels when transforming the paint room model to a sculpt surface mode model. Use the Default Shader in the sculpt room for the best representation of the textures between the two rooms. The normal map is converted to real geometry in the sculpt room. (surface mode) One use. To have a more accurate idea for adjusting by sculpting the object and then baking the changes back to the paint room without losing your work. This is possible in 3DC if you were not aware of the baking feature without losing your previous work.
  10. I saw the video image did not expand the post... opps. Will correct my postings.
  11. 2021.62 There is a highlighting function but it appears to have a bug atm with Mat_Cap shaders, the other shaders work. Confirming Sprayer findings. For now hover over an object press the "H" key in the viewport. That object will be selected and the correct layer will be selected and it will take you to that layer even if the layer is far down in the stack. The highlighting function works with the shaders but atm not with the mat_cap shaders, Sprayer pointed that out in his post.
  12. 2021.62 Confirming Sprayer's report the highlighting function does not work with Mat_Cap shaders.
  13. 2021.62. Confirmed that you can not change the environement map
  14. The bug has been reported. I would imagine it will get fixed soon. Edit: I take my words back. In Version 2021.62 the Import feature( left tool panel) in surface mode does not import as surface mode parent and surface mode children.
  15. In the Export panel deselect "Use export constructor" You then can choose which maps to export. Shown in picture. Also you might noticed, I had selected export mid poly mesh. That was for a specific purpose instead of the low polygon mesh.
  16. Not sure if you can. I believe it is hard coded. I tried saving as a preset with 400 selected but the preset also put the number back to 120 when I reloaded 3DC.
  17. The exact features you would like are not possible at this time in 3DC. I am going to give a workaround at least for part of what you are requesting but since I do not know how the model is imported it might or might not meet your need. If in surface mode, you can merge the children layers into the parent layer, Using Merge Subtree ( No booleans) Right click on the parent layer and select the function. Make sure you choose the (no booleans option otherwise 3DC will try to merge together the separated objects if they intersect each other. Once Merged, increase the resolution of the parent layer which now houses all 40 parts. Next: Under the Geometry Menu----Choose Object-ify (separate) Your 40 parts will be separated back under the parent layer again. You will have to re-name the layers, the downside to this method. If they did not have specific names, you would have to rename the layers anyway. If the layers are named specifically then just increasing the resolution of each layer would be just a quick. ---------------------------------------------------------------------- Voxel mode: no workaround. Side Note: Each surface mode layer object might need more resolution to capture the details when converting to voxels. There is no one size fits all when converting to voxels. Test to see the above if the workaround meets your needs.
  18. Goes with the above post: To make it clear. Make sure when unwrapping you have all the specific polygroups moved to the specific uv set and that uv set is selected before unwrapping. I got a little wordy in my above post.
  19. Windows version2021.60 I went through your steps with the below method. Not a tutorial as you have used 3DC in the past. I created a sculpt cube and cylinder In the Retopo Room: Retopo room. Renamed default uv set to Cube. Created a new uv set name Cyl Moved all cylinder retopo polygons to the new uv set. Created seams for both retopo meshes making sure I was on the correct polygroup if I only have one. I also make sure that I am on the correct uv set when doing so. Keeps things nice and tidy. Of course if you have more than one polygroup per uv set., really not necessary to have a polygroup selected as long as the polygroups are in the uv set you want to unwrapped and you have selected the correct uv set. I just select one that is in the uv set. Keeps things logical in my mind. Unwrap: Make sure your on the correct polygon group if only one and the correct uv set is selected. They will unwrap correctly to the specific uv set. Same applies to what I say above about multiple polygroups. I just like keeping things nice and orderly in my mind. ##Rule of thumb# Just make sure you have all the specific polygroups on the correct uv set for unwrapping. Baking: In the Bake panel menu select the correct uv set, if not selected already. Bake one model and then bake the other model making sure the correct uv set is shown plus you have switched to the correct uv set. I name my sculpt model layers and polygroup layers to the same name. No confusion in the paint room which paint layer is to what model. Now you can do all your retopo for all sculpts like I did or like you did. Do one model--retopo-bake. Sculpt another model---retopo---bake. The same process works. Create a new uv set, transfer all those polygons to the new uv set if before hand you have not already created and selected a new uv set. No moving then needed. Create seams then unwrap and bake. All works correctly on my end. Side note: You can move uv islands or polygons in the Retopo room to a uv set. Upper menu use the move to function. Side note : If I was baking objects by your method. Once baked I would create a paint group folder and place all specific paint object layers in that group. Bake object--- In the paint room create a paint layer group. Move all the paint object layers to that group. Bake another object. Rinse and repeat.
  20. The model has no real world use. Just exploring the new Beta Bevel tool. Used the Bevel tool and the pose tool to elongate a few bevels. A little cut off here and there but 95% of the work is using the bevel tool. This work was done with 2021.59 Beveling with Freezing is working well in 2021.60. Also you can create each bevel on it's own surface mode sculpt layer. So it is non-destructive. Not done here as I was just testing the tool.
  21. You are correct, Trying to create a cube at real world scale in cm using the primitives tool imports as you stated. Scaling in surface mode also increases the resolution. Using the primitives tool at real world scale the models have to be scaled so large that the resolution is way too much. They appear to be setup for the default scale scene of 3DC. Using a primitive from the Sculpt Models panel, you do not have the same problem as shown in the picture. Of course you can not import numerical. You can scale by percent. Example: 100 cm cube can be scale by percent along each axis. For this to work effectively you need to know the size of the sculpt panel model. In the picture. I used the Sculpt Models panel to import three objects. These objects are 100 cm each since I am working in cm. Exported in 3DC using the FBX format. Imported them into Blender at the correct size. I also setup my grid in 3DC. -------------------------------------------------------------------------------------------------------------------------- There are some areas, I need to address to Andrew in e-mail about this topic. I am just a user like you, no special connections here. I will at times send Andrew an e-mail on specific issues I come across.
  22. Windows Version: 2021.59 "Most of reported problems related to bevel solved. Complex cases of bevel lines intersections taken into account, even mixed convex-concave. No more faceted surfaces. More accurate edge between the bevel and the rest of surface." The above is from the information given about version 2021.59 Beta Bevel Tool: So far in my limited testing all the above is fixed as stated. A big thanks for these quickly done fixes. I will test more and report back. Side note: The Bevel Tool is a new beta so continue to test and give constructive feedback. Since we have open beta, our user feedback helps any new tool added to 3DC. Yes it takes time but is worth the effort if you have time do so.
  23. Windows version: 2021.59 Scene scale set at 100.000000 Measurement units set at cm and export fbx units the same. I made the gun model in 3DC a tad bit larger than a M16a2 which is 100.66 cm Exported the model from the paint room, no normal map, just the low polygon. The model in 3DC is appox 102.34 cm The model imported into Unreal 5 is 102 cm appox according to the model viewer. Shown in picture.
  24. 3DC default scene scale of 1.000000 is huge measurement wise. Create a model at that scale, measurement units at meters then import into blender or another application and you will understand better. Years ago as I worked on this problem, I found that 100.000000 scale in 3DCoat is real world scale and the measurement units are correct. Example 1 one meter cube in 3DC set at scene scale 100.000000 and measurement units to one meter the obj file would import into Blender at the correct scale. Now this did not work for FBX files. It now appears to work for FBX files if you select the correct FBX export units in Preferences. I do no know the underlying logic and Andrew is logical, this is just how 3DC works.
  25. Goes with the above post. I set the scene scale at 100 and kept it at cm. Of course that made the object only 1 cm or .40 inch. If you want to work at real world scale, first change the scene scale and the measurement units you want use and then start your work.
×
×
  • Create New...