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digman

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Everything posted by digman

  1. ""real "brush tools" one that draws a line between two points, without however being affected by the shape of the mesh, but as if it were a planar projection" You can do it manually at the moment. "0" out the X and Z coordinates and only use the Y axis for input. I also use Ortho mode. Side Note: Using manual input on the xyz coordinates gives you precise control of the gradient fill, whether you only use Y or a combination of them.
  2. Boy, a strange one you are experiencing. I know you are an experienced 3DC user so I will not ask the normal questions I do. Still working on my end with both height and depth. Can you send me the bad 3DC file, I can look at it too. Windows version 2024.14
  3. Windows version 2024.14 Working on my end. You mean, take a vovel sphere, use an alpha with drag stroke and then Retopo and bake to the paint room for a normal map? If I am mis-reading your post, sorry and please correct me.
  4. One method: Showing just the method, not trying to create peeling paint. Only pointing out that the groves do not get overpainted. I applied depth to the model, then created the curvature map under the Edit menu. I used a smart material, but this can be hand done by use of "Alphas" too. In the upper tool panel I limited the area that it would be applied to. There is a drop-down list that shows various ways of limiting your alphas or smart material. In the image marked by red you will see I selected "More on Convex". Plus to the right are settings you can adjust. The groves, but your case the wall would not get painted as the peeling paint should have a higher depth than the wall. Hopes this helps some. I do not use Textura but should work there as well. There are other methods but check the above out. ----------------------------------------------------------------- There is the use of true black and white masking and the older clip mask as well but I do not know what is in Textura. Black and white masking was added to the 2024 versions of 3DCoat and you can check Textura if you have the 2024 version. Also, the ability to freeze painted pixels. Your wall color layer could be frozen etc.
  5. Windows version----2024.14 and 2023.41 both work. It is Important to give the version of 3DC you are using. Edit: I was tired so had to check a few times to be sure, sorry for any inconvenience.
  6. Your first control point for your curve seems to be off plane a few times. I noticed at the last you had it working for a moment. Try this to fix your problem. Since this is a rectangular type of model and it appears, you are not trying to wrap a text around a corner, have the view lined up correctly before placing your first control point. Press the ESC key to clear the curve. Do not start the curve right at the sharp edge of the model. Make sure the cursor is on the correct plane before placing the first control point. My picture shows the first control point is starting on the wrong plane. Blue line points to the control point. Side Note: Use the e-panel brush shown in the picture. It will help to create the text placement correctly when applying the text. I hope the above is helpful.
  7. I chose From Camera as the UV Island is closer to a flat rectangle that being a curved uv island. a striped rectangle UV island would work best, like when you create a rectangle UV island for texturing a coke can. You do not have to use tiling as you can move the untiled texture over the uv island also. On my end the textures are the same size on both sides of the gun model as shown in the video and lined up. If hand painting the uv island works best, use it or choose a different texture and use cube mapping. Cube mapping has several settings you can adjust as well. gun.mp4
  8. Here's the back. I do have to line up the back a little for it work since the uv island does not wrap all the way around.
  9. Worked with the stencil on my end. Selected to tile the image. Which also covers the UV texture editor window Scaled the image to the size I wanted. Filled the uv island in the texture editor window. Is your Stencil seamless, I think it would be but asking to be safe. I am not sure why it is not working for you.
  10. One Method: In this case. I created a simple smart material. Ortho mode. Chose from From Camera projection. Lined up the picture, increased the size. Filled the stacked UV islands in the UV texture editor Also, in Preferences selected under the Brushing tab----Prevent double painting over stacked UV islands. Of course, the smart material can be more than simple, just made it to demonstrate.
  11. ""Is this a problem with the pipeline between Zbrush, Cinema 4D and 3D Coat"". Yes, I think it is. Same thing happens to me using Hexagon. I do not consider this a problem with 3DC but a pipeline problem. Fix is below: The blue lines are hard (sharp) edges. Choose Select in the left tool panel. Retopo room. Select all the edges in the model using the rectangle tool from the e-panel RMB and select clear sharp. Shown in picture.
  12. You can send a bug report to andrewshpagin@gmail.com referencing this post and let him know that he can download the file to look at.
  13. Windows version---2024.14. Windows 11 There is "No Crashing" switching Fonts on my end. The Last Resort: In the edit menu---Choose reset to default settings. The picture shows the next screen to appear. Keep all boxes selected. 3DC will restart and then try changing your font size. I do not know your setup so of course you might lose some user settings. ------------------------------------------------------------------------------------- Before trying the above, you could try just deleting the Options.xml. Make sure 3DC is closed when you do this. 3DC will auto create a new options.xml file when reopening 3DC. Then try changing your font size. Location of options.xml file shown in picture.
  14. Sculpt tree layers are for your voxels or surface mode object as you know already. The layers panel at the bottom is multi-purchase. 1. In "Surface Mode" you can have non-destructive sculpting layers, The original sculpt layer object is not altered. Shown in the quick limited video but gives you the idea how it works. Simple Example: You have a head object completed. Now you can add wrinkles pores etc, non-destructively. Plus you can add asymmetrical work to the head without altering the symmetrical base head model. Sculpt layers are indeed powerful. 2. For surface mode or voxel painting. The above is not a tutorial or the best practice of using the layers panel mentioned above. Side Note. Create a simple model and test the sculpt layers out to see how it works yourself. Of course, you are not limited to fine details. ------------------------------------------------------------------------------------------------------ One thing to mention though is never use layer 0, it is for 3DC's internal use. When testing the paint mode be sure to select Under the paint room view menu---Show voxels in the painting room. Your voxel or surface mode will disappear otherwise.
  15. Not possible at the moment. Auto pick allows the cursor to select the different layers as you sculpt along automatically but will not blend without the seam showing where the objects meet. The seam cannot be smoothed away merging the two objects seamlessly but keeping them separately at the same time.
  16. 3DC uses tris and not quads in the sculpt room. When you import a quad based model into voxel or surface mode it will be converted to tris. Side Note. The apply quadrangulation will do the job but it only does what it says. You have all quads but they are not optimized. Any decimation routine well covert quads into tris, Blender does the same.
  17. Goes with the post above. I contacted the 3DC Webmaster and he sees the issue. I am not sure when something will be done about it or the changes that will happen, but it is a known issue now.
  18. There are many workflows depending upon what the what the user wants. As Elemeno said but if you want thickness and no uving atm. Surface mode not voxels. Of course you can create a uv set too. Create your hair strands in the modeling room, they will show up in the Retopo room as well. Model your all your hair strands as you will have the sculpt model as a guide. Of course you can model thickness with polygons as well.. When modeling thickness, subdivde the stands a few times. you can create the uv seams and un-wrap to the uv set if you so desire. Now you have your hair strands with thickness plus a uv set as well. Import tool, pick from retopo. Choose without vowelizing. The model will be a surface mode model. Give the hair strands some thickness when importing if have they are just "one-sided polygons". I did some subdividing too. No need to subdivide if you subdivided the polygons in the modeling room. You can create the hair strands as above and then hand retopo your one side-polygons on top of those hair stands, they would act as a guide. So Elemeno and I are showing you the various ways of creating the hair strands, the power of 3DCoat. ----------------------------------------------------------------------------------------------------------------- Side note. as Elemeno said, One sided polygons work best for hair stands as Transparently is used to create the hair strands.
  19. You can make your hair pieces using the curve tool Ortho mode is best. Create the curve on a plane. Settings in Curve menu, top of interface. Of course you are not limited to creating one curve. Create the curve, RMB on the curve and select fill with mesh layer. The curve is lived link with the mesh so you can move, transform the control points to further adjust the mesh look. Detach the curve or delete it. Now you can move the mesh, adjust with the pose tool etc. The above is not a tutorial on all the ways to manipulate the curve or using the 3DC tools to manipulate the mesh or making copies. Example not shown for quality but to show a process.
  20. More information needed. What is your texture resolution and how many uv sets you have. Possible reason: Some UV islands could occupy less UV space in the uv set. Check using the complex checker in the UV room. Picture shows the same alpha but one uv island occupies less texture space in the uv set.
  21. You do not have to buy 2023. Go to your profile page Select store at the bottom of the page. Select Upgrade to 2024 It will open the cart window. Should say in red that license is already in the cart. Yeah, strange. I think it means that you already own the 2022 software. Click the little box with the amount of purchase. Do not go by my price to upgrade, it was during the special 3DC 2024 release. Then next select Add to cart. ""Next click on View Cart, not checkout"". The next window to open will you show that you can upgrade to 2024. Hopefully the above method will work for you too. Side Note: This is confusing I know and needs to be address by the webmaster. It needs to show in the add cart window to upgrade to 2024.
  22. When you do have stacked uv islands do the belows: Preferences---Brushing---Select, Prevent double painting over stacked UV islands. Be sure to read the tool tip to understand the reason for selecting.
  23. Your uv padding might be set to high. Default is 256 pixels in Preferences under the In/Out tab. I set mine at 6 pixels for a 2k map and you can adjust it at anytime. ------------------------------------------------------------ A workaround for selecting a uv island. Useful if you have lots of uv islands. Select the triangle brush in the e-panel. Paint a few polygons on the 3D mesh in the area you want to fill till you see which uv island you want to fill completely. Then use the fill tool. Question. do you have stacked uv islands as well?
  24. Sometimes "sales@3dcoat.com" is given out here at the forum. I am checking with sales through email to get this cleared up. The official email address according to the website is below: sales@pilgway.com You might have done this already but to be sure.
  25. """Just one little explanation. The Reason I use Microvertex Mode is that it supports Flat Subdivision, it even respects Hard Edges. And the Preview Display of the Mid Poly Mesh is just excellent! PPP on the other Hand is much newer and stable I think? But turns everything into a ball (Catmull-Clark) as soon as you turn on Subdivision. I cant add Loops to the Low Poly, because Nanites will take care of the Subdivision. I just import Meshes to Paint Room with "no bake option" to Edit Textures and Displacement.""" You can select auto-smoothing groups and set your max angle to prevent rounding. Does that help some. ----------------------------------------------------------------------------- Also, when testing, PPP and flat displacement, it respects hard edges when baking from the retopo room. No need then to use Auto Smoothing Groups then. Does that help some...
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