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raincole

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  1. When modeling in Modeling Room, all the tools affect multiple Poly Groups. For example Select Tool doesn't just select polygons on the current Poly Group, but on all the others too. It's very annoying. How could I edit just the current Poly Group?
  2. In your video, the sculpt mesh and the retopo mesh are alreay there, in 3DCoat. My question is how to make them "be there" when they're just two .obj files.
  3. I don't see why this is a hard-to-answer question. Maybe I worded it badly. Ignore all the Zbrush stull. Say I have two .obj files. One high-poly and one low-poly. How could I import one as retopo mesh and one as sculpt mesh, and make 3Dcoat realize that they're connected (so "Conform Retopo" feature works?) It's a simple question with just two .obj files. No variables now.
  4. I have this question too. Is it possible to import the object hierarchy from .fbx? It's very important for complicate objects.
  5. I know it's an unsual workflow, but could I import both high-poly mesh and low-poly mesh into 3DCoat, and keep sculpt it with "Conform Retopo" option? My use case: I bought a model from a third-party, which is a ZBrush file with subdivisions. I know 3DCoat doesn't have subdivs (at least not the same as Zbrush), and I'd like to furthur sculpt it. I'm more comfortable with 3DCoat's sculpt tool than ZBrush's, so I'd like to sculpt in 3DCoat. I've export the highest and lowest subdiv from ZBrush as 2 .obj files. What now? How to import the high-poly as Sculpt mesh, but the low-poly as Retopo mesh?
  6. Sometimes I need transparency on my texture. For example, for hair cards and leaves, having transparency "cut-out" instead of actualy mesh can save a lot of polycount for game assets. Something like this: What's the correct way to achieve this in 3DCoat? I found this answer: But it doesn't work for me. I select eraser, trying to erase on Layer 0, and then 3DCoat automatically jump to another layer.
  7. @Carlosan Hello, thank for your reply again. I'm new to 3DCoat (downloaded it yesterday) but I'm familar with Zbrush/Substance workflow. I'd like to know if I fundamentally misunderstand how 3DCoat works. So far my undesrtanding is: In 3DCoat, unlike Zbrush, there are different kinds of geometries. 1) Voxel geo, which is literally just voxels and no mesh. The "tris" count of voxel geo is just for display. 2) Regular geo, which is regular mesh that is retopo-ed in 3DCoat, or imported .obj. 3) Surface geo, which is something between voxel and regular geo. It has actual mesh, but its topology is always assumed to be changed. Only regular geo can be uv-wrapped, and show wireframe overlay. It this correct?
  8. Ok, thank you. The UI is quite inconsistent tho... if I have Paint w/ Dabs enabled, then click Use Spacing, it automatically turns off Paint w/ Dabs and turns on Use Spacing. And it doesn't work the other way around.
  9. I've seen this video: It says Nodes Editor is coming to 3DCoat, and it was 2020. Is this system alive in 3DCoat 2022? Where is it? Can I use it like Substance Designer/Painter (i.e. make a proceduarl material, like .sbsar, and use it in texture painting process)?
  10. In brush option panel, this option simply can't be enabled. Clicking the checkbox does absolutely nothing. Other options work as expected. 3DCoat version: 2022.08 OS version: Windows 10
  11. @Carlosan Please don't change the title. It's not solved
  12. Well, something is still wrong. Even in the Paint Room, the wireframe is still not shown as overlay.
  13. Ok, thank you very much! I should have posted the images. Sorry for not being clear.
  14. Sorry, is this an inside joke that I missed? Because I saw screenshots showing wireframe overlay everywhere.
  15. Every single tutorial tells me to just press W. But it's not what I want. After pressing W: I want a wireframe "overlay". Not render the whole object as a wireframe. How to show wireframe as an overlay in 3DCoat?
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