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geo_n

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Everything posted by geo_n

  1. I hope Andrew is reading this. Clearly it's not as easy or straight to the point to work with real world scale in 3dcoat. It needs to be. @tokikake can you post your 3dcoat startup file?
  2. Hmmm... Import 1m mesh Actually it wasn't 1 meter when measured in retopo room. I'm missing something I guess..
  3. @tokikake Created a 1m box and 2m sphere in blender. Exported to fbx and it imports in 3dcoat with looks like correct scale. measurement unit meter, 999.999939, 1000 I didn't have to do any manual scaling when I imported. Looks correct in 3dcoat I exported an fbx from 3dcoat and imported to blender and lightwave. The models were really small like a dot, and had to scale it by 100000%. What could be the issue? I attached the 3dcoat startup file, blende file, exported mesh from 3dc. test.zip
  4. Look a bit complex but will try this and see how it works for 3dc 4. Thanks!
  5. I tried obj with Mesh>import still the same. The mesh is not there in paint, uv rooms. I've attached the files lwo and obj. 1m.mtl1m.obj1m.lwo2m.lwo We really need to sort out the scale issue in 3dcoat. This is important for polymodelling imho to work with other software cohesively. I import a 1 meter box. It should be 1 meter height real world scale, no guess work. Because when I import another mesh that's 2 meters, I have no idea how to make it the way it should be. Also can we import the other meshes on another polygroup layer. After poly modelling, painting, etc in 3dcoat I will export them again. When I constantly need to import, export, import, export these models during edits they need to fit and be exactly the same real world scale.
  6. This arbitrary scaling in 3dcoat has to be dealt with after years of 3dcoat development. It's as terrible as zbrush. We need a scaling system that is consistent, metric or imperial. It was fine when just painting, Now with poly modelling it needs to be standardized like other apps.
  7. Doesn't need to be non destructive. I've used 3dmax a long time but I collapse the modifiers at some point. Same with blender. Lightwave, modo, silo are destructive but still very fast modellers because the workflow is good enough. 3dcoat needs to be good.
  8. Tbh blender sculpting is extremely intuitive. If not for the poor painting room in blender I could continue painting in blender but it sucks even with Bpainter. 3dcoat still has the brush speed, features, photoshop integration that is hard to beat as of now. Anyway I'm interested to see 3dcoat polymodelling get polished. Some stuff like importing, scaling the model first time, has never been addressed. Why there is no real scale value in 3dcoat, etc? It should be as easy as importing an fbx and I could go to any room and use each rooms tools like poly editting, uvmapping, painting. Except for voxel room of course its totally unrelated to poly meshes.
  9. Lightwave is dead. There's no more development. And 3dcoat 2021's selling point is the new poly modelling room. I expected it to be solid and working seamlessly with 3dcoats existing tools but it doesn't seem that way to me. Those other steps to do just to make it work is illogical compared to what other apps are doing when dealing with model/mesh info.
  10. Thanks. I did this and the issue is the model doesn't show up in the uv room or paint room. You would have to do additional steps which is confusing and illogical. If I import a model into blender, modo, etc, the mesh, uv info, materials are there and switching mode doesn't require any additional guesswork unlike 3dc. Why doesn't an imported mesh in 3dcoat automatically show up and be EDITABLE in modelling, paint, uv room? All rooms dealing with polygon meshes. Here's some typical stuff people do I'm sure not just me. Lets say I started a model in lightwave, modo, etc but decided some functions are easier to do somewhere else. Lightwave doesn't have any real sculpting, hops boxcutter booleans, etc so its better to do it in blender, modo, zbrush. The UV is partially done for me in lightwave. I import to blender for sculpting using fbx, obj, odcopypaste, etc. Very important - The mesh and uv from lightwave is there of course and I can easily create a new mesh> UVmap that new mesh and have new uv islands repacked without disturbing the mesh and uv from lightwave. After this I usually proceed to 3dcoat for painting because blender's painting sucks and slow. I'm sure it will catch up eventually. But since 3dcoat has a new modelling room I assumed I can skip blender and do all ADDITIONAL modelling, uv mapping and then painting in 3dcoat. Also having the ability to do this iteratively, modelling, uvmapping, painting, additional modelling edits, additional uvmapping , repainting new part, etc. But it really is not intuitive even just starting to work on an imported model. It's something zbrush deals with terribly as well.
  11. Is this normal behavior in the modelling room? After importing the mesh in retopo room and doing those steps, I proceeded to modelling room and edit with extrude. Now I delete the top polys, Why is there a cube behind my mesh?? I'm guessing its the retopo mesh. Why is it there??? Now I have two meshes. The modelling room workflow is not fleshed out at all.
  12. This works. But what a ridiculous way to do it. Just as ridiculous as importing an obj into a subtool in zbrush having to create a dummy subtool and scaling problems.. Super unintuitive These steps shouldn't be necessary. It should be import in modelling room with the import icon and that's it, the model is editable in modelling, paint, uv room with the mesh info intact as it was from outside of 3dcoat. The need to go through the retopo room and import model> go to bake tab>update paint mesh from retopo and then that's the time you can see the model in modelling, paint, uv room it's not intuitive at all.
  13. This is the retopo room right? Try switching to uvroom or paint room nothing is there.
  14. I did "perform retopo" with reference mesh, uv is not there.
  15. I see the uvmap is intact. Did you import in paintroom? Which import option or which room did you import into? Can you select vertex, edge, poly and start to edit the model. To be clear my purpose is to import models from lightwave, blender, etc and then continue to poly edit, edit/add uv, paint in 3dcoat. No retopo involved.
  16. Import lwo file in paint room with ppt with keep uvmapping option Switch to model room but can't select anything but model is there.
  17. Import lwo file in modelling room. No uvmap. Can't paint also. Nothing in uv room and paint room.
  18. I tried from mdoelling room to import but uvmap disappears. I tried to import in paint room and then switch to modellinig room but model can't be edited.
  19. The uvmap is not intact. Which import are you using? There's several ways to do import a mesh in 3dcoat.
  20. Is there no way to edit imported models in the new modelling room? We can only create and edit models from inside 3dcoat? https://3dcoat.com/forum/index.php?/topic/25878-import-external-model-into-3dcoat-for-modelling-uvmap-painting/ The new modelling feature would be limited if that is the case.
  21. No new videos on lowpoly modelling in the modelling room? Are we limited to editing only mesh created inside 3dcoat?
  22. Is it possible to import a mesh into the modelling room? The option I get is import as a retopo mesh. The retopo mesh has no uv mapping. I want to edit a mesh created outside of 3dcoat but have the materials, uvmapping, smoothing groups intact. Attached simple mesh. Or 3dcoat can only edit mesh created inside 3dcoat? test.lwo
  23. New tutorials for the modelling room using box modelling technique would be great.
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