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Frimasson

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Everything posted by Frimasson

  1. It works with my 12 million poly mesh. I still can't load a 70 millions poly mesh, but it's a good step forward
  2. The main bottleneck in 3d coat is the mesh import limitations. I still can't import large meshes in ths sculpt room - more than 12 millions polys without having a out of memory error. I've got 64 go of ram, and tried all the possible file formats : Obj, Stl, Ply. I even tried to use the 3dcoat bridge in Blender to transfert my mesh, without success.
  3. My request : In the paint room, a Clone tool that clone only the high frequency details and keep the overall tone, like the healing brush in Photoshop I could be very useful to repair textures
  4. And if i open the model with white parasite pixels in 3dcoat 4.5 or 3d coat 4.9, the parasite pixels are gone If i load in 3d coat 2021 the model previously saved in 3dcaot 4.9, the parasite pixels dosen't show up anymore.
  5. I've got a display issue on UV seams in paint room (parasite pixels that i can't rid of ) And this bug wasn't in 3dc 4.5 The texture was baked in Zbrush, touched up in 3d coat 2021 ( i wasn't able to get rid of white pixels ) And, when i load the model in 3d coat 4.5, white pixels are gone
  6. A couple of bugs : In paint room, the color picker dosen't work in the texture editor window With the clone tool, the through all layers option dosen''t work.
  7. I hope that heavy mesh import will be improved in 3dc 2021. actually in surface sculpt mode, i can't import a 20 millions polys in Obj, Ply or in Stl without a crash. (out of meme error) And I've got 64 go of ram
  8. 2 cents : The new super relax brush is FANTASTIC to clean rough scans You should add a " super relax whole model" in one click tool
  9. Hello. It's an issue that i encounter since a long time. In the paint room, with the clone tool, the cloned depth is always added to the existing depth. I wish that the cloned depth would replace the existing depth. Switching from Blend to add mode dosen't change anything. Only Max depth seems to work
  10. I modeled basic shapes in blender that i sculpted in surface mode in 3d coat
  11. Sculpted with 3d coat rendered with Blender / Cycles
  12. Bug that occur in 4.8.23 (but not in 4.8.20) Baking displacement from surface sculpt mode create a shelled mesh How to reproduce it : Open the defaut sphere in surface sculpt mode Create an auto retopo mesh In retopo room bake with per pixel painting with displacement In sculpt room, the sphere has now a thickness, a shell. Another sphere appeared inside the first one
  13. Is it possible to layout UDIM UVs in 3d Coat, actually ?
  14. I used the new baking tool added in march, and i've got a couple of improvement suggestions : 1 : to be able to switch on / off the symetry during the paint process 2 : to have a backface culling option. Useful especially on thin surfaces 3 : a tool to tweak vertex by vertex the bake depth
  15. I found a UDIM numbering issue I import a mesh with 6 udims in retopo room I bake , then in paint room, the Udims tiles are in wrong order original udim order : 1001 1002 1003 1004 1005 1006 3dc correponding order : 1006 1005 1004 1002 1003 1001
  16. I can't import in surface / sculpt room a mesh higher that 25 millions polys, without a virtual memory error. I'm on Win7, with 64 go of ram
  17. when the boolean fail, most of the time, hole appear around the intersection thantk for the advice, digman In summary : closing holes in 3dc dosen't fix the problem and takes hours A projection tool could be a nioe addition A mirror tool to mirror only part of a model, could be a nioe addition too
  18. I nailed the problem, and try to find a quick way to fix it in 3d coat Actually, i open the mesh in Zbrush, create auto groups by topology continuity, split the loose groups and delete them, closes holes, and re-export the model in 3dc
  19. I'm working on creatures sculpting for an advertising, in surface sculpting mode. At some point, the director asked to add body parts (wings) I had to possibilities : 1 / To convert the mode to voxels, do booleans, then reconvert to polygons. Even with a 160 000 000 voxels/poly models, a lot of fine details were lost 2 / try to merge new parts with booleans I have repetitive issues with merge booleans in 3dcoat. The bridge tool dosen't worked well either in this case. I ended to do the boolean in blender with a 22 million poly model Is it possible to have a more robust or permissive boolean in 3d Coat, that worked even ii a have to fix some holes, or mesh issues ? It is the main bottleneck in my workflow Thanks
  20. In surface sculpt mode, is there a way to symetrically copy some parts of a model (only visible, or unmasked parts, for example) And,how to use the copy clay brush ?
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