Jump to content
3DCoat Forums

Helge Maus

Member
  • Posts

    21
  • Joined

  • Last visited

Everything posted by Helge Maus

  1. Great news, waiting for a build to test it! Thanks a lot, Helge
  2. @haikalle Wow, that's really useful. Great improvement. I would love to have that in the official build. If you are interested to improve it a bit more, here are some ideas: Does the function Menu Hide -> Invert Hidden Faces work with that functionality? At the moment you solo one udim, great! If I would like to have 2-3 neighboring UDIMs soloed, how can we do that? For Meshes, I normally hide first the Meshes which I like and then invert the visibility. What do you think? Could you add the texture set name, over which you hover, in the status bar? Normally you see there the Face number. This could be helpful if you want to understand the structure of the texture sets in the model and see, which texture sets (more than one) you want to solo. For example, all texture sets which belong to the right foot. I then would see the numbers and switch their visibility in the Surface Materials list I don't know, if you are paid for this work by Pilgrimway, so THANK YOU! Please let me know, if I can help somehow. Helge
  3. Hi @haikalle, wow, amazing! I am so sorry, but I am a Mac user and I only have Macs around. I would be happy to test, but I would need a Mac build. Helge
  4. Thanks a lot - I would love to push 3D Coat further :-) I am a big fan!
  5. Hi, Thanks first for your idea. No, unfortunately not. It works on mesh parts as it seems. And it doesn't change the UV tile. But it was a great hint. What about a solo mode for the HIDE tool. It only has Hide / unhide. This is maybe a good feature request. Back to the problem, I have added a screenshot with an example. (Model credits to Pluralsight). The UV Tiles (UDIMs) are listed in the Surface Materials list. There is also a solo option, which I use at the moment to find out, which tile is which mesh part and then I solo the meshpart. You see in the amout of tiles, it takes a while :-) You see, that you can't really tell, which part of the model is what. Btw you can't change the names, because for UDIMs they should be fix. What I think would be good to solve: 1. Find out which Mesh part is what. I suggest clicking on a mesh part (like in the video earlier) and the Surface Materials is solo. The Hide Tool would be a good start if it can be switched to "solo" and "uv tile/udim" Also, in the status bar we see the face number. What about showing things like "Surface Material"? So the name would be an indicator where this face lives. 2. On the right, you see the Texture Editor. There you can switch between the texture tiles, but these two panels have no connection to each other. For example, if I know the number of the Meshpart (by try and error) and then solo it in the Panel Surface Materials, I can not click it there to also switch the Texture View to 2D Paint also. You have to select the right UV set in both windows. Hm, seems to be a feature request for a smoother UDIM workflow. Kind regards, Helge
  6. Hi, I know the UDIM workflow in 3D Coat - I use it really often in training. I think, that 3D-Coat is the right tool for many artists for that, too. It's about an important workflow feature and I was not aware, that there isn't an easy way to select and isolate udims at the moment. So, I try to explain it more, because I think, it should be a very valuable addition, and now, that today Substance announced better UDIM support I would be happy if 3DC is not left behind. For bigger files, I work in Mari, so I searched for a youtube video where the feature, which I try to mimic is shown: Minute: 15:59 Do you see, how you can isolate a UDIM (texture set) by using a click on the mesh without searching cryptic lists of texture sets in a panel? Hope that helps, otherwise, I would be happy to screen share with you to demonstrate the problem and workflow. THanks Helge
  7. No, because UV Tiles are really often set for the need of texel density for different areas of a model. So, one big mesh chunk (Surface Object) is splitted into different UDIMs. For example, a head (one mesh, one paint object) has important areas for a close-up, so one UDIM (texture set) for the face, the rest is on another UDIM (texture set). When you now paint an important tile (face), you want to deactivate the visibility of all other tiles by click to give your graphics card enough memory to hold these textures of this tile and gives you more performance. In the painting process, you do that over and over again. Does this explanation make sense? I know, 3DC is not meant (yet) for painting UDIMs, but maybe switching uvsets and visibilities is not a problem. That's the background of my question. Thanks for your patience
  8. Thanks for your answer. No, this doesn't solve my problem. Let's say I have around 22 UDIMs (UV-Sets). Now I want only to work on the hand. For that, I can solo the visibility of the uv set. But I don't know on which set it is, right. Filling the hand with a SmartMaterial with the fill tool is easily possible in the viewport, but to isolate it not. So, what I am looking for is like a Select tool or function, clicking on a part of the mesh and knowing (selecting) the right texture set. I hope, you can understand the problem. Kind regards, Helge
  9. Hi, I have imported a Model with some UDIMs (UV sets as tiles) into 3D Coat. Works fine, when clicking with the fill tool on the mesh. But, is there a way to select directly by clicking on the mesh the right uv set (on which uv set (udim) this mesh part lives)? At the moment I go through my texture sets by solo them to find out. Not the most efficient workflow. Thanks, Helge
  10. Hello guys, In 4.9 there is the new feature, that you have Shortcuts for the different Modes in the Transform-Tool. On my system, it's brings up the wrong transforms. I am in the transform tool: Key W - Move, OK Key E - The dialog says "Rotate", which is correct, but the widget in the viewport is Scale Key R - The dialog says "Scale", but it brings the Rotate widget Same, when using the dropdown in the options. Kind regards, Helge
  11. Hi, I want to use Instant Meshes for Autoretopo. I have installed Instant Meshes in my Applications Folder, it runs as standalone like expected. But I don't see the Instant Meshes options in the AutoRetopo Menu. Do I have to install Instant Meshes somewhere special or is there an config path? Is it supported on Mac OS X? Thanks, Helge
  12. Hello Sergyi, Yes, in 4.9.42 it works like a charme! Thanks a lot, Helge
  13. Thanks for adding this to the bug list. Regards, Helge
  14. Thanks for helping! Yes, it's an original download with Bridge. The maps are in the root, also the json file. I've attached a screenshot. I have seen, that inside the json, all different maps sizes are listed, but in the zip it's onl 8k. Maybe 3d coat uses only a pre-defined map size???? Wihich sizes do you read in? File formats? Kind regards, Helge
  15. Hi, I am on MAC 10.15.4 and I'm using 3d coat 4.9.41. After downloading a Megascan Zip, 3D-Coat (running) doesn't seem to react on the new zip in my User Downloads folder. Additionaly, when I go in 3D Coat to File -> Install -> Install Quixel Asset as Smart Matertial and select the zip the Smart Material Editor opens, but only the name is added. All the Settings and textures are not set up. Does it work for somebody else on Mac? Thanks, Helge
  16. Ok, found my problem. SoftBooleans are not a kind of "Live Booleans" like I thought, they seem only to make softer edges. So, I misunderstood the feature.
  17. Yes, found that, but the Booleans are still merging the Layers completely together. I would expect, that they are working live, so that I can change the positions of the layers, right? Or I don't understand, what this feature is about. That's the reason why I search for documentation or a video tutorial. Sorry, Helge
  18. Hi, don't find any information about the "Soft Booleans" there ... These are about the fillets Thanks, Helge
  19. Hello guys, Is there a documentation or a tutorial which shows the use of the new soft booleans? Haven't found anything yet. Thanks a lot, Helge
  20. Hello, as the subject says, I get a reproducible instant crash if I do the following steps. Tested with 3.8.20 and 3.8.23 on MAC 1. Select smart material and the fill tool 2. Click on the "Texture Editor" on a UV island Can I report this bug here? Thanks Helge
×
×
  • Create New...