Jump to content
3DCoat Forums

Just a user

Member
  • Posts

    69
  • Joined

  • Last visited

Posts posted by Just a user

  1. On 2/7/2022 at 5:23 PM, AbnRanger said:

    I believe that Blender Applink series goes through the use of the Bake Settings Dialog, and you can use a brush to tweak spots where it's not extruding enough, although the rest of the mesh is. By default, you can just use your brush to pull vertices along the normals...so on the inner cage, the normals are pointing inward. On the outer cage, they are pointing outward. Holding CTRL will invert this action on the fly.

    Thanks, 

    I see the brush can only pull / push on normal direction without direct control on the cage, but in this case some of them are getting into each other, and i need manual control 
     

  2. in the image: sculpt model before retopo. before errors. 
    2021.92

    Hi guys, i made a rock model 
    It made it in voxels and then converted to surface when i wanted sharper edges 

    When i try to AUTOPO (both coat's or instant meshes), it  produce wireframe that have about 50-100 bad area polygons. 
    Some are bad edges with more then 2 polygons connected to them, some are floating ngons, some are holes that need 5-6 polygons to be fixed. i can fixed them manually but it will take a lot of time to find them and also fix them. 

    What can i do to the sculpt in order to get better retopo ?

    Thank you 

    (using 3dcoat's autopo or "instant meshes"s" algo)

     

  3. On 1/27/2022 at 6:06 PM, Carlosan said:

    Bake Menu

    Retopo-Bake-Menu.jpg

    3DC upon importing into the sculpt room does not automatically create a low polygon retopo mesh for baking. You either import one, autopo or create a low polygon retopo mesh by hand in the retopo room. 

    Once you have the retopo mesh completed in the retopo room, you create the uv seams. Then you unwrapped the model to create the uv set islands. 

    Next you choose the various baking methods.

    Your model will be baked to the paint room for texturing.

    Here is a video series, that will help you understand 3DC not only the baking and texturing part. 

    For now though start with video number 14...  This is about autopo. The next is manual retopo and he goes all the way through to baking, texturing and exporting.

    He does not cover importing of retopo meshes but I give you a tip about it at the bottom of this post.

     

    The author here does not import the model but sculpts it in the sculpt room but the rest applies to you. 

    Over time you will learn what method of importing your model works for the current model you are working on. 

    Example of one Workflow: It is just an example that is all, as I said there are several methods.

    I have a hard surface high polygon model created in Blender and plus have the low polygon model of the same model created in Blender.

    I would import the high polygon model into surface mode, not voxel mode. Not explaining here about surface mode or the reason of using it in this example.

    Next I would import the low polygon model into the retopo room for my retopo mesh, then create my uv seams and uv set.

    Bake to the paint room to create the normal map details from the high polygon model in the sculpt room.

    Texture in the paint room and export.

    Source...

     

    I tried to do this, but the shell (outer) in inserting inside in some areas, while the most is pulled outside. 

    is there a way to import custom mesh ? or fix the shell manually? 

    Thank you !

  4. Quote

    Example of one Workflow: It is just an example that is all, as I said there are several methods.

    I have a hard surface high polygon model created in Blender and plus have the low polygon model of the same model created in Blender.

    I would import the high polygon model into surface mode, not voxel mode. Not explaining here about surface mode or the reason of using it in this example.

    Next I would import the low polygon model into the retopo room for my retopo mesh, then create my uv seams and uv set.

    Bake to the paint room to create the normal map details from the high polygon model in the sculpt room.

    Texture in the paint room and export.

    Source...

    Thank you !  this is exactly what i was trying to understand in addition to the previous videos 
    Will try that soon 

     

  5. Just now, AbnRanger said:

    There are other videos that show this, but this is a good example of importing a model made in another app, going through this process and exporting back to the host app.

     

    Thanks !
    I have seen this one before, but the feature does not work for me (model appear for a split sec and then nothing on screen, tried press enter, tried to scale, nothing workd, 0 geometry), and he didn't tried to bake anything :(

  6. 9 minutes ago, Carlosan said:

    Try lower Polycount, 10000 as example

    or Test if its working using any other basic model as default sphere

    For very highpoly models use Retopo via decimation or Instant Meshes (manual)

     

    Thank you i will try this. 

    I have another question, 
    I import a low poly model with uv into a surface. i sculpt that surface on high density. 
    Now i want to bake the normal of this version to the original one which i have in FBX

    How to do that? all tutorials in youtube show how to retopo and then bake, not using surface and external FBX

    thank you 

  7. Thank you for all the hard work guys. 3D coat really amazing from the time im using it for sculpting and stuff.  I wanted to make 3Dcoat my all modeling sculpting app but i cant right now. this is what the modeling room is missing for me to use it as such:

    before everything, please fix all the bugs in all the tools. there are still not a few.



    --------------------
    0. Select with no Select tool (forgot to add this)
    A. no matter if you use rectangle to select or brush, when you press hotkey for points/edges/polygons it should just allow you to select right away. and going to a select tool for that is an unnecessary click. and it makes the experience not fluid 

    --------------------------

    Tools behavior - design them so fast modelers can use.
    --

    1. Rectangle Lasso should behave as a selection tool not as modeling tool:

    A. should always work if you drag it in the background no matter what tool you are using right now (if a transform tool is active and user drag it outside the model, so it drag a rectangle not move things)

    B. should have the option to have it as default 

    C. with the exception of knife tool or a tool that need the background

    D. with select/transform tool it does happen, BUT, if you go to another tool then there is no more rectangle selection. you need to pick it, and that is not good. user should always have the rectangle selection when pressing the background

    E. keep ctrl+D for deselect, but Add behavior that if a user press in the background it will deselect everything like in most modeling apps. 

    F. Add the option in preferences, that pressing on the rectangle  lasso tool will cancel any tool currently selected

    --


    --
    2.More intuitive free moving / free rotate / scale tool 

    A. have pivot like maya when you press a hotkey, and then press on anything else, and the gizmo axis will snap to that point / edge / polygon AND inherit its normal direction into the axis. 

    B. Be able to do the pivot with snap.

    C. Expose the options to set the axis to global/ local /gimbal /normal direction. so we can add a hotkey to that. 

    C1(forgot). Expose the options to set the position of the axis to selection center/ bounding box /else. so we can add a hotkey to that. and in the preferences add the options for the user to decide if he/she wants to have the axis automatically jump to the center of a new selection. 

    D. free rotate - make the visual circle axis around the entire thing, not on the tips. will be easier to grab.

    E. Free moving / scaling - should have visual indicator to use 2 AXIS without the user switching to a orthographic view and use the center. 
    --


    --
    3. Add basic Modeling brushes

    A. Relax brush - relaxes the vertices without changing the surface too much like in maya

    B Smooth brush - Smooth the vertices 

    C - Move brush - like in the sculpt room. with an option to move the things by their normal direction

    D. keep the existing relax tool, but change it to real time representation with an apply button. for less distractive use that does not need ctrl + Z 
    --


    --
    4. Add snap like in other modeling application

    A. you have a hotkey to snap the mouse curses with any tool u are using right now to:
    - verticies of current mesh or other
    - 3d / 2d grid
    - bounding box center 
    - edges
    - polygons 
    - pivots 
    --



    --
    5. Fix the symmetry tool. 

    A. Improve it to never lose a perfect symmetry unless the use change the model while its turned off. 

    B make it work with ANY thing you throw at it as long you are in symmetry mode and not logically do things that are impossible like touching the mid point 
    --



    --
    6. Add soft selection (maya) / proportional modeling (blender)

    A. look how they implemented it in maya and blender. both are great. 
    --


    --
    7. Convert select path into shortcut

    A. Look at blender's solution, you click at one point, and then CTRL + click another point, and its working.  you don't need to pick a tool just for that. 
    But you can keep the tool, i guess some people want to have it. 
    --



    8. Push split rings even better

    A. Add the option like in maya "Insert edge with flow".  that a new ring till respect the curvature. so if you add it to an arc, it till move to match itself to the angle after it is created (look how it works in maya)

    B, add the option to create more then 1 with even spaces between them. blender's solution is to move the mouse wheel while the tool is active. its really good by my opinion. 
    --


    --
    9. None destructive subdivide
    A. Add the option to turn on and off subdivision like in all other modeling apps. and keep the current option of course, when a user want to commit to it

    --

    Thank you for reading, and thank you for all the hard work and listening to the community.  


     

    • Like 4
    • Thanks 1
  8. Thank you for all the hard work guys. 3D coat really amazing from the time im using it for sculpting and stuff.  I wanted to make 3Dcoat my all modeling sculpting app but i cant right now. this is what the modeling room is missing for me to use it as such:

    before everything, please fix all the bugs in all the tools. there are still not a few.

    --------------------
    0. Select with no Select tool (forgot to add this)
    A. no matter if you use rectangle to select or brush, when you press hotkey for points/edges/polygons it should just allow you to select right away. going to a select tool for that is an unnecessary click. and it makes the experience not fluid 

    --------------------------
    Tools behavior - design them so fast modelers can use.
    --
    1. Rectangle Lasso should behave as a selection tool not as modeling tool:

    A. should always work if you drag it in the background no matter what tool you are using right now (if a transform tool is active and user drag it outside the model, so it drag a rectangle not move things)

    B. should have the option to have it as default 

    C. with the exception of knife tool or a tool that need the background

    D. with select/transform tool it does happen, BUT, if you go to another tool then there is no more rectangle selection. you need to pick it, and that is not good. user should always have the rectangle selection when pressing the background

    E. keep ctrl+D for deselect, but Add behavior that if a user press in the background it will deselect everything like in most modeling apps. 

    F. Add the option in preferences, that pressing on the rectangle  lasso tool will cancel any tool currently selected

    --


    --
    2.More intuitive free moving / free rotate / scale tool 

    A. have pivot like maya when you press a hotkey, and then press on anything else, and the gizmo axis will snap to that point / edge / polygon AND inherit its normal direction into the axis. 

    B. Be able to do the pivot with snap.

    C. Expose the options to set the axis to global/ local /gimbal /normal direction. so we can add a hotkey to that. 

    C1(forgot). Expose the options to set the position of the axis to selection center/ bounding box /else. so we can add a hotkey to that. and in the preferences add the options for the user to decide if he/she wants to have the axis automatically jump to the center of a new selection. 

    D. free rotate - make the visual circle axis around the entire thing, not on the tips. will be easier to grab.

    E. Free moving / scaling - should have visual indicator to use 2 AXIS without the user switching to a orthographic view and use the center. 
    --


    --
    3. Add basic Modeling brushes

    A. Relax brush - relaxes the vertices without changing the surface too much like in maya

    B Smooth brush - Smooth the vertices 

    C - Move brush - like in the sculpt room. with an option to move the things by their normal direction

    D. keep the existing relax tool, but change it to real time representation with an apply button. for less distractive use that does not need ctrl + Z 
    --


    --
    4. Add snap like in other modeling application

    A. you have a hotkey to snap the mouse curses with any tool u are using right now to:
    - verticies of current mesh or other
    - 3d / 2d grid
    - bounding box center 
    - edges
    - polygons 
    - pivots 
    --



    --
    5. Fix the symmetry tool. 

    A. Improve it to never lose a perfect symmetry unless the use change the model while its turned off. 

    B make it work with ANY thing you throw at it as long you are in symmetry mode and not logically do things that are impossible like touching the mid point 
    --



    --
    6. Add soft selection (maya) / proportional modeling (blender)

    A. look how they implemented it in maya and blender. both are great. 
    --


    --
    7. Convert select path into shortcut

    A. Look at blender's solution, you click at one point, and then CTRL + click another point, and its working.  you don't need to pick a tool just for that. 
    But you can keep the tool, i guess some people want to have it. 
    --



    8. Push split rings even better

    A. Add the option like in maya "Insert edge with flow".  that a new ring till respect the curvature. so if you add it to an arc, it till move to match itself to the angle after it is created (look how it works in maya)

    B, add the option to create more then 1 with even spaces between them. blender's solution is to move the mouse wheel while the tool is active. its really good by my opinion. 
    --


    --
    9. None destructive subdivide
    A. Add the option to turn on and off subdivision like in all other modeling apps. and keep the current option of course, when a user want to commit to it

    --

    Thank you for reading, and thank you for all the hard work and listening to the community.  



     

    • Like 3
  9. Hi guys, i am new to 3D coat as you see, and i will have many questions in the future. i really love this software. 

    My questions are
    1. How does the new brush system works in terms of polycount vs the live clay ?

    2. Is this brush system is automatically on in default? 

    3. What "tests" i can create with myself to see this in action? (in order to also teach others about 3D coat in the future) 

    4. Is that both for Voxels and Surface? 

    Using 2021.81

    Thanks
     

  10. 23 hours ago, Carlosan said:

    Ah ok, sorry.

    Hope this help

     

    Thanks ! i watched it. it did help.

    I was hoping there is be a better way in 3d coat to do such things, like placing a curve and sculpt pinch to it or something 

  11. 16 minutes ago, Carlosan said:

    For something like that I would model it on modelling room. Then if you really want to work on sculpting details on it, send it to sculpt room.

    Thanks 

    But i want to try to just do everything with the pen and tablet, shift my skills to all sculpt if that is possible 

×
×
  • Create New...