Jump to content
3DCoat Forums

DMG

Member
  • Posts

    18
  • Joined

  • Last visited

DMG's Achievements

Newbie

Newbie (1/11)

8

Reputation

  1. Yeah, I had a try at using both the Modelling and Retopo rooms, but I couldn't see any tools which would give me a perfectly flat boolean effect on the base. I ended up exporting a fairly high density mesh, opened it in Blender, booleaned the bottom off it, and deleted the bottom polygon because I find decimation gives a better, cleaner result that way. I decimated this same object down to 1024 polygons in both Blender and 3DC to compare. Here are the three objects: (left) the high res object with the base removed with a boolean; (middle) Decimated in Blender; (right) decimated in 3DCoat. For my purposes, I prefer the result from Blender's decimation as 3DCoat's has more small fans of geometry around the base. I'm sure 3DCoat's decimation is better for many other situations, just not this one. As always, feel free to point out existing tools I may have missed. It'd be nice if the functionality I'm looking for either already exists or gets added at some point. It's not a big deal. I was hoping I could complete a project entirely in 3DCoat, but Blender is already my core tool, so exporting a finished sculpt to there in order to trim the base and export to send to our CNC guys is no great hassle. Regards, Derek
  2. Thanks Carlosan, Using the pose tool to select and set the vertices to zero is smart (and a trick I will be using), but I'm still left with quite a lot of tiny polygons on and around the bottom, just inside the edge. In Blender, I have a SubD object, with an open bottom. I can freeze it, decimate it, and fill the bottom with tri-polys. Maybe in 3DCoat there's a better tool than boolean to achieve the same result? I tried the 'Cut Off' tool using a rectangular cutter, but I can't see a way to precisely cut it at zero on the vertical axis, and it fills the bottom with triangulated quads. The knife tool also.. I cant see how to make it slice across everything at zero on the vertical. I'm sure there has to be a combination of tools to achieve what I need. I just haven't found them yet. Derek
  3. Greetings, I am working on incorporating 3DCoat into my daily workflow, which involves heavily decimated .stl files being sent to a CNC machine. Our CNC is quite fussy, and it requires the base of the object to be perfectly flat, and it doesn't like tiny, or thin polygons. I am preparing models by extending the base a little with the Bas-Relief tool, then decimating it, and then using a cube subtracted using a boolean to give me a sharp bottom edge. However I have noticed, that 3DCoat's boolean is adding extra geometry on both sides of the cut. Is there any way to have the boolean operate without this extra geometry? I could try to zoom in and work my way around deleting these extra edges, but that would be fiddly and time consuming. Here's an image, zoomed in really close on the side edge of an object to show the extra geometry I'm referring to. (It's viewed from the side, the red X-axis is visible and horizontal.) There is similar geometry on the flat underside, a similar distance inside the edge. (Hope that makes sense) I'm going to hazard a guess this geometry is created to assist with OpenGL (or similar) rendering to improve smoothing of joins, but I'd be happy f there was some way to disable this. Cheers, Derek
  4. Oh, and would I be right in thinking that the Decimate which is in the CTRL+SHIFT tool option is an old tool from the Live Clay tools, and will eventually be retired or replaced..? Derek
  5. Thanks Carlosan, that seems to have the kind of options I was looking for.
  6. Just a quick question on Decimation... I like having the tool option of CTRL+SHIFT set to Decimate, but it often eats far more polygons than I would like. How can I control the amount of decimation? Is there an option I can set somewhere? The size of the brush seems to play a factor, but if I have a large area to simplify, reducing the brush size will increase the amount of work I have to do. CAn I have a large brush, but a gentle level of decimation? Cheers Derek
  7. Thanks for posting these videos Carlosan, and thanks to Anton for making them. I love that they are short and to the point, clearly showing how to get the most out of specific tools. As a beginner, I would have loved to have a similarly concise video showing me "this is how you start sculpting, this is what you do in the retopo room and where you UV, this is how you take that to the paint room, and this is how you export..." Just to have a brief overview of the whole workflow (or several different workflows) would have been very helpful. I found plenty of in-depth videos covering most topics, but as a beginner they were beyond what I needed. I appreciate them much more now, but until I had worked out how to get a model through from start to finish, I just felt like I didn't quite 'get it' and was floundering. For instruction in martial arts, I had "Whole; part, part, part; whole" drilled into me. Show the whole thing first, so people can see what the finished technique looks like from start to finish, then break it down into manageable chunks. Then recap to reinforce the whole process again, where the parts will be appreciated. I get the impression a lot of people find 3DCoat confusing at first, and I think some short tutorials summarising workflows and which buttons to click to move to each next step would be very helpful. Just my thoughts.
  8. Ah, thanks for clearing that up. Interestingly enough, even though I'm now on 3DC 2022.29, all my files in the Program folder seem to still be in a folder called 3DCoat-2021. The exe file is dated May 2022 though.
  9. I've just noticed this thread now, and the training sounds great. Just a thought which occurred to me regarding icons/labelling of different brushes and tools and variations thereof... I learned art with traditional tools (Computers barely existed back then!) and my range of pencils were identically coloured, and simply labelled 4B, 3B, 2B, HB, 2H, and 4H. My paint brushes were all burgundy, but numbered 1,2,3,4,5,6, etc. My ink pens were al black, but numbered 0.1, 0.3, and 0.8. As a designer, a good interface and communication with the user is important, but as long as common tools are in the same place you left them, and have an easy identifier, even if it is just a number or letter, muscle memory becomes key. Derek
  10. Greetings all, I have been working with the UV tools, and have been scratching my head because when I switch the displayed UV grid (in the retopo room) from 'Simple Checker' to 'Complex Checker', it appeared that all my UV's required flipping horizontally and vertically. I worked out that I needed to bake my model and take it into the UV room to do this. And then I just happened to view a 'Custom Texture' on my UVs in the Retoporoom, using my own UV grid, and it turns out, there was nothing wrong with the UVs at all, but that the 'Complex Checker' texture appears to be flipped by default. Is this a bug? Or just a feature I don't understand? Cheers, Derek
  11. Hi Carlosan, Thanks for confirming that. I think I'll post it in the feature request thread, as I think it would be a useful feature if it could be implemented. Cheers.
  12. Greetings, I have been able to load some reference images into 3DCoat, but only a single one for each axis. eg, a 'front view' for the Z axis and a 'left view' for the X axis. Maybe I'm missing a button or option, but I'd really like to be able to load in a 'left' image for the 'X', a 'right' image for the '-X', a front image for the 'Z', a back image for the '-Z', a 'top' image for the 'Y', and a 'bottom image for the '-Y'. I have various projects where my reference material isn't symmetrical, so having more than a single image per axis would be really useful. If this is not an option which currently exists, is it something others would find useful? And would it be possible to consider it for a feature request? Regards, Derek (Mods: If I've posted this under the wrong forum, feel free to move it to where it should be)
  13. Actually, just curious... When I was testing, and re-importing the .obj of one of the pre-existing splines, such as the WireWithPlug.obj, the 'Step Y' requester doesn't appear, yet everything aligns perfectly. What is different about those .obj files to ones which I have saved? have they already been set-up as splines exported from 3DCoat as .obj files?
  14. That seems to have done it. So the 'Y Step' value seems to be the fraction that the Middle section is, compared to the total length... My example there had each part at 1m long, for a total length of 3m. The Middle bit, 1m, divided by 3, gave me 0.33333, and that seems to be right. I was 'tricked' by the middle section needing to be 1 unit long, and the default Y Step being 1. Thank you.
×
×
  • Create New...