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geo_n

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Everything posted by geo_n

  1. Prayers for Ukraine. The youtube videos of this war is horrible.
  2. In these modes the custom navigation created by a user is not working. These stroke modes revert the navigation to default 3dc navigation.
  3. Ver 2021.83 There's no black getting painted in this version. The issue seems to be happening after ambientocc is calculated.
  4. When using smart materials with any paint tool, the ambient, etc gets painted as well. It should paint the raw smart material only like in previous 3dc versions. Its painting in shadows, etc.
  5. Transform function in 3dcoat is very slow. Maybe to make it faster we can make the transform gizmo move, change orientation via a hotkey. In this example I want to stretch and rotate the selected mesh from a different point(red arrow) so I need to move the gizmo manually but it's very slow to click "move only gizmo" In other appz we can simply use a hotkey to relocate the transform gizmo instantly
  6. Does it mean the user no longer needs to do the steps I mentioned and can work seamlessly between paint, uv, model?
  7. Its certainly strange that the modelling room was coded this way. So in essence the modelling room is a separate entity inside 3dcoat. I agree with Carlosan, It would have been better if the tweakroom, which is connected to paintroom, uvroom, was the foundation of the modelroom. It just doesn't feel very fluid to work on the modelroom, paintroom, uvroom at all. Again in modo, blender, it's very fluid to switch to any mode seamlessly.
  8. But why must it be manually done back and forth between modelroom and paintroom Take mesh from paintroom Update paint mesh with retopo mesh I don't do anything like that in modo or blender. I can switch to editing poly, editing uvmap, painting seamlessly on the same mesh. Why not do it similar to paintroom <> uvroom? It's automatic with a little baking process in between. But the workflow is seamless and clear as ice.
  9. But why must it be manually done back and forth between modelroom and paintroom Take mesh from paintroom Update paint mesh with retopo mesh I don't do anything like that in modo or blender. I can switch to editing poly, editing uvmap, painting seamlessly on the same mesh. Why not do it similar to paintroom <> uvroom? It's automatic with a little baking process in between. But the workflow is seamless and clear as ice.
  10. The modelling room still feels like it's a totally different element in 3dcoat. If I import a model in paintroom, it should be available in modelroom. If I import a model in modelroom, it should be available in paintroom and uvroom. I just don't understand why we need to go through hoops to access the model in each room. One of the best features of 3dcoat is when I import a model in paintroom and I paint on it, when I switch to uvroom I can adjust the uv of the model and then when I switch back to paintroom the changes are rebaked and have a new painted model with adjusted uvmap. That's amazing and so useful. But the issue I always had in uvroom was the lack of proper poly selection, hide tools and gizmo manipulation. I was expecting the modelling room to add that capability and more. Imagine opening a model in modelroom and editing it. Then I unwrap and paint it seamlessly without the need to do other things just to make it "appear" in other rooms. I really don't get why a model doesn't become usable in paintroom, uvroom once it's imported in the modelroom. It's just convoluted. P.S. Can't find a tool for the ff Hide unselected standard cut, copy, paste polygon
  11. Actually sometimes 3dcoat 2021 just freezes during baking because it takes too long to process so it says not responding. If I wait several minutes sometimes it comes back. This doesn't happen in 3dc 4 because baking is just seconds.
  12. https://www.dropbox.com/s/6n9dzaetowpfmzj/Screenrecorder-2021-11-02-15-21-03-365.mp4?dl=0
  13. It takes at least 4 times slower to bake occ and light maps since 3dc 2021. I used the default robot to test and it takes a few seconds in 3dc 4 to bake occ or light map. In 3dc 2021.65 it takes a over a minute to bake the same maps.
  14. I think it's time to start a mobile version. Procreate 5 will have 3d painting soon for mobile. I heard it's really good. There are already sculpting apps for mobile as well. It's a bigger market and probably worth developing for.
  15. Thanks! Will check it out. I hope it exports the model the way it looks with a baked rgb map so it looks identical in lightwave as well.
  16. Is it possible to replicate the smooth shade view in 3dcoat with all the good lighting and shading into a flat rgb texture? Example of the default smooth shaded view in 3dc. The highlights and gradient lighting is what I want to replicate. So I switch to flat shade view in 3dcoat. And I baked occlusion and lighting. The result with ambient and lighmap baking. I never understood why the lightmap is so dark by default so I always adjust the levels in photoshop. The result of adjusting levels in photoshop. Obviously it's not anywhere near the same as smooth shaded view. It's missing the highlights. So I wonder if it's possible to replicate that gradient lighting effect and highlights.
  17. I guess this is the fundamental core of 3dcoat that needs to be developed since we have a modelling room that needs to work in real world scale like other appz. A clear way to work with scene scale globally and object space concept to apply/reset transform.
  18. Hmmm..if I activate low poly view in 3dc 2021 I get the crooked lines. No idea what's going on never encountered this in 3dc 4
  19. 3dcoat 2021.19 in 3dcoat 4 Its the exact same 3dcoat file loaded in 3dc 4. The exported texture is also bugged. 3dc.zip
  20. The samplestart file work great! I was able to import models from lightwave, blender in metric scale in 3dcoat 2021 in the modelling room. There's that extra step needed in retopo room to make the model visible in paint and uv room. I think that should be automated when importing meshes and instead 3dcoat should just ask what texture resolution it would use for the uv. I exported the mesh from paint room and checked the scale in lightwave and blender and it was correct as well. I will have to check the difference from your startup file and the startup file I created to see the difference. 3dcoat really should deal with this issue so we don't to go around hoops to get correctly scaled model.
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