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Henry Townshend

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Everything posted by Henry Townshend

  1. @Oleg_Shapo Certainly! Thanks for the reply. Here is the affected files and a screenshot of my current settings. I tried it yesterday again with a starter model, the cute low poly monster from the start menu. I subdivided it a lot, added smart materials, sculpted on it, with 10mio tris. It took a bit to export, but it worked fine in unreal! However, most of my custom experiments, like in this folder, I have trouble with. I noticed that the baking cages seem to be broken when at the stage of scanning, at least with the file "vTest.3b". Hope this will be useful: https://www.dropbox.com/scl/fo/29mk4fjyj96ke0u0c2ff2/h?rlkey=5p4hjt6dwtld6y9aj3m9g1cxz&dl=0 And I'm sorry if I might be doing something wrong on my end, that's why I first asked if any other users might share the experience before wanting to take any of the devs time. Thanks much for looking into it. And this feature, if working, is really amazing.
  2. Regarding the "Decimate > Auto-UV Map > Export" option, is anyone else experiencing that this is only working occasionally, but will get stuck and freeze a lot of times? So far, I had a lot of trouble using this function. Sometimes it works for me, but more often than not it gets just stuck and freezes, depending on the model. I assume it happens during baking process bot not sure. But, seemingly after setting the scan depth step, seems to be a constant. I export for UE5. I tried painted surface and voxels, makes no difference for me.
  3. Hello! I have a question about using Multi Res with the Pose Tool. I have an 8mio mesh, just re-sampled from 4mio to 8mio, so the structure is clean and even in Surface mode. From this I created seven lower Multi Res levels. There are two things that are unexpected and not working for me: I can not smooth Pose Tool selection on lower levels. The smoothing of the pose selection works again on higher levels, but: When I transform the Pose Selection, even if smoothed, it doesn't have a smooth transition, as I'm used to, it simply gives a noisy distorted transition. I thought the pose tool is supposed to work with Multi-Res flawlessly? On any Mutli-Res level? It seems there is no way to get smooth deformations for me when using Multi-Res. I re-watched this video. However @AbnRanger only shows a very subtle deformation, which probably wouldn't show this problem: https://www.youtube.com/watch?v=kxh4SsaYgVA Not sure if I'm doing something wrong, I would really love to use the Pose Tool with Multi-Res. Just getting used to use Multi Res and liking it a lot to have it alongside 3D Coat's other amazing tools. But without the ability to use the Pose Tool properly, its not as useful. I'd appreciate any help. Please have a look at this video to see what happens: 2023-08-09 22-28-16.mp4
  4. Turns out there is also an "Extrude" option for Surface and Voxel mode. You can simply right click a layer and choose to extrude, which is basically Inflate. However, this approach is not interactive as in Blender, but works quite similar to ZBrush's Deformation -> Inflate slider. So you don't have to send your object to Blender to do this operation. 2023-07-25 10-20-29.mp4
  5. Thanks for the hint @Carlosan ! In my case even with "Allow Proxy Mode" turned off, as it's seemingly the default in new versions, I have it still available. I was already starting to assume that Multi Res might replace Proxy. I dug into it deeper now and it indeed offers everything of proxy mode and more. Took me a bit to understand that the multi res also works with any mesh structure in 3D Coat. Also, opposed to proxy mode, it's indeed a lot faster, but only once everything is calculated. You can level up and down, but also go to top level and the most bottom level in a single click then, without recalculation. The one thing that it doesn't offer, is the ability to keep working with dynamic topology. You can simply "Remove Multi Resolution Data", and it will keep the current state. Then you can again work with dynamic topo until you wanna go back to Multi Res again. However, if you need to lower your mesh resolution drastically for large sweeping changes, Multi Res doesn't beat Proxy Mode in terms of speed. Please see the attached video comparison, where I first use Proxy mode to decimate a 10mio mesh into something easily deformable. And then please observe that with Multi Res, I have to go like 6 levels lower and wait for each to get calculated, until I'm at a count where I can make large sweeping changes. Sure, this gives the side benefit of having levels now, but if I don't need that, the old system works still more conveniently and saves time when working on a high res dynamic topology mesh. Otherwise, this is a good replacement, as probably most users don't want to go back to dyntopo anymore once they are at a certain stage where they wanna start using Multi Res (hence why it was requested). Proxy mode is still something else tho and had a different use case afaics. So why it gets deprecated is a bit hard to understand for me, as Multi Res is not the equivalent, unless we may get a parameter to control the amount of reduction when we go down a bottom level. Maybe this is already in and I'm overlooking it, not sure. 2023-07-22 20-36-55.mp4
  6. Yes I did. It's also very cool, but its not the same use case as Proxy mode. Proxy mode serves a different purpose, it doesn't need any "levels". You can downgrade your mesh at any density, even if dynamically tessellated, to any desired lower target triangle density at any time, do your changes, and then get back to the resolution you left, in a matter of seconds. So it doesn't require you to manage/add/remove any levels, or having to think of mesh structure to begin with. It's literally insane. As of now, and how I learned using 3D Coat (before Multi Res) I enjoy freely sculpting without thinking about topology. Hence, I really dig Proxy Mode. But I also started using Multi Res for other use cases, e.g better control of clothing etc. It's basically a substitute for how you would work in Blender/ZBrush with MultiRes Modifer/Subdiv Levels as far as I understand. I meanwhile encountered this problem again, and I think it has to do with undo in the mix. Something gets mixed up/screwed when using undo somewhere in the process of using Proxy mode. I think it has nothing to do with Surface Hide. Here, I do two time proxy mode, where I hit undo of several Move brush operations. First time, all is fine. But when I hit proxy mode a second time, and also do some undo/redo, and I then go back to my source resolution, it will turn my mesh into a cool horror creature actually, but unfortunately this is not a good base to continue sculpting on anymore :P 2023-06-03 23-43-10.mp4
  7. Same here. Currently browsing the XML files in Documents to find a workaround. Hopefully the default picker style can be set somehow from there.
  8. Unfortunately, still not solved for me in 2023. Still happens to me unfortunately not as rarely as I would wish. It somehow seems to have to do (apparently) with a mesh being partially hidden with Surface Hide, or at least, this seems to increase the risk of it happening, but not sure. I also noticed maybe a different risk depending if you go back from proxy mode via the upward arrow icon on the layer itself, or, if you click again on the proxy "folder" like icon in the proxy mode bar again to get back/toggle proxy mode off. But also not sure about that. I use Proxy mode a lot lately. I really fell in love with it. It is a genius function. I find it immensely powerful and liberating. Such an incredible 3D Coat unique feature that no other software offers. And it's incredibly fast, making it really a joy to use. If it could be made even more reliable to may prevent such occasional situations of the mesh breaking would be much appreciated. It's not the hugest deal in the world if one is used to save incrementally, but it is an annoyance, if, lets say you did a change in proxy mode which you really like when you get back to non proxy, then sculpt ahead and only later during smoothing find out the mesh is again broken. This way, you unfortunately actually do lose some of your work, which can be frustrating if you need to get going, needing to try to recreate a particular move or brush stroke which you already did before. It adds agitation to the process when working with proxy mode. If it would be preventable, it would be great.
  9. This is not a "feature" "request". It's the basics of how symmetry should work in any software. The Transform Tool disregarding Symmetry is highly illogical and a long standing problem for for me as well. The pose tool is absolutely fantastic, but we don't always wanna pose/deform an object, we rather wanna translate, rotate, or scale it without having to think of falloffs or having to lasso select the entire object first, or, temporarily set it to "Object" in the Pose Tool's dropdown menu. Furthermore, when Symmetry is active, the Transform gizmo should center to center of mass of the actual mirrored object on one side, not center inside the world center where its mirrored along anyways. Editing with symmetry on should consistently affect also the most basic operations, which are Transforms, first and foremost. Whenever someone rightfully brings this issue up I get the slight feeling as if this was treated as some kind of edge case, letting the OP seem odd, as if he would not understand core principles, so it seemingly not being 3D Coat's shortcomings for the reason of the post, but rather the users inexperience with it. While this can often be the case, it is not in this one. How does it help to hint OP to "Symm Copy" ? It doesn't solve the actual issue OP described. And it should indeed not be hard to understand unless one has a lack of understanding and experience using other 3D software. Using symm copy as a workaround for this is obviously too cumbersome. OP explained it very well. Only he demonstrated it on multiple objects, when in fact it should also already work on a single object the same way. This should be standard, not a "feature" to request. I love the Pose tool very much. It's versatility continues to awe me almost daily since I started using 3D Coat. But, I too want to able to simply transform objects with active symmetry using the Transform tool instead of the Pose tool. It works, yes, but it frequently interrupts my workflow, being used to Blender and ZBrush for years, I still always just assume it will work with Symmetry when switching to the Transform tool in 3D Coat, only to sadly see I need to first go to a different tool, the Pose tool, for a simple, quick symmetrical transformation. It's a huge interruption when you are used to working quickly with symmetry in other software. OP pointed out a glaring shortcoming in 3D Coats UX in regards to the Transform tool, one which should be addressed, not requested as feature. Attached quick gif from ZBrush to show how this is just naturally working once symmetry is enabled with the "X" key:
  10. I like to report that using a shortcut on "Switch to Render Room", meaning the Tab "Render Room" (I have it on "F8") frequently crashes 3D Coat for me. Either it hangs until it crashes, or it crashes immediately. There's no chance of getting work back once it happens. Using just the Tab by clicking on it never crashes on me. Only using a custom shortcut causes this for me.
  11. Is there any chance that this may could be fixed? I do more and more sculpting work in 3D Coat and I would really love being able to use the Cloth Sim tool properly with custom geo! I think the tool is great, despite lack of self collision. However, using "Pick Volume" seems not really possible. It creates a second, overlapping mesh, instead of using the currently selected object on the current layer. It keeps the original in place and simply copies the decimated one over it. Still not sure if I'm doing something wrong. But according to the tool tip of "Pick Volume" this is not the expected result? 2023-04-21 20-22-34.mp4
  12. 2023.07 -> Color Picker fixed! Thousand Thanks to the developers!!! No re-install or deleting prefs needed.
  13. I also have this problem!!! I thought I was doing something wrong! It really shouldn't be this way right? I forgot how I worked around it (something with applying and then put on different layer or something) but it makes the cloth tool super inconvenient to use. (Awesome model btw)
  14. Thanks for the reply @AbnRanger! I meanwhile did this and for me 06 still contains this problem. However, I'm aware that there are probably more high prio things than a broken Color Picker display. I jus patiently wait and work with 03 in the meantime. Thanks @Oleg_Shapo, I am looking forward!
  15. Hey @Oleg_Shapo, I'm also on 23.05, my Color Picker appearance is still broken for me. Graphics driver up to date.
  16. Another thing I like to request, less of a feature but more of an important fix of a long term oversight imho, is the lack of Mip Mapping in 3D Coat. For a texturing app, I find this very disturbing. Textures aggressively sharp out when viewing them at a distance in 3D Coat, making it hard to make proper estimations/look dev. I know I mentioned and demonstrated this already in multiple places here on the forums, and also wrote Andrew about it, but I recently noticed this again on a more simpler texturing work on my current piece I'm working on. Please observe how in Marmosets view port, the texture stays smooth at a distance (due to Mip Maps kicking in) and how in 3D Coats view port, the smooth lines on the arms, legs and teeth, get over-sharpened and jagged, making it not very pleasant to work with, and not being congruent with how these textures will look once they are exported to game engines or viewers, which use Mip Mapping by default. I jus like to make another call for this, as I love 3D Coats paint room, but this makes it hard for me to transition more work to it (among other things like the absence of B+W masks, of course). However this is so fundamental since almost 2 decades, there are no games or viewers not using Mip Mapping. This is a major oversight imho, and not competitive for a modern app anymore, especially not for a texturing app. I heard GPU Painting overhaul is on the way, maybe this could be an opportunity, as afair, it also speeds up rendering instead of slowing it down. https://en.wikipedia.org/wiki/Mipmap 2023-03-08 17-31-24.mp4
  17. Hello @Gorbatovsky! There is another implementation of Smooth CC. The one I was referring to is in Retopo Room. Please let me demonstrate. In the video you see, there is the option to Smooth CC. However, it is destructive. Once applied, it is permanent, which means I have to undo it immediately after to not have the mesh permanently be subdivided. However, a common workflow, available in Topo Gun and in Blender (via Shrinkwrap+Subdiv) is to only temporary enable Subdiv to preview your mesh, like @MJonathan described above. The great thing about this is, that if you have "Auto Snap" (Or Shrinkwrap modifer in Blender) enabled, your subdivided mesh immediately snaps to the underlying form. But, you want to just preview it, meaning not actually applying it to the mesh. This is pretty common, lets say, when retopo'ing a hand, you want to start simple, have the least loops count to encompass the form, and work towards a subdivided result in the end. For this, you need to preview your results during the process. This of course means you can only alter the existing verts once the preview is toggled on, not the additional verts that get added by the subdivision, as those need to be just "virtual" (jus like Virtual Mirror in 3D Coat! ). So maybe say what I like to request is a "Virtual Subdiv CC" during retopo process. And yes, Live Smooth would be close, but it doesn't work on Retopo Objects afaics. 2023-03-08 16-41-12.mp4
  18. Not sure if this has already been asked, but in Retopo Room, could we have a non destructive Smooth Subdiv CC switch? So once subdivided and snapped to sculpt, we don't have to remember to always undo or have to live with the consequences : ) I sometimes retopo objects with only basic broad loops count, keeping subdiv in mind and occassionally hitting "Smooth(CC)" to see how it will look in the end. (That's a common workflow for instance in Topogun). Not being able to go back from this without having to hit undo directly is a bit interrupting and can cause stress once forgotten to undo and the devisions become permanent (yes, I already save incrementally, but still, needing to load some file from back then and worst case transfer parts, still not cool). So I like to request a "Toggle" for Smooth Catmull Clark, so a user can go back and forth, no-destructively, between base geo and snapped subdiv, enabling an accurate preview without actually applying the subdivision. This can be saved for the end, e.g. having a tool button "Apply SmoothCC".
  19. It's a nice idea. However, I think users would not like to switch to Move tool explicitly just for this. As users during retopo need to use a lot of different tools where they freely can and need to move verts around (Add/Split, Points to Polygons, Quads, etc) I think having this CTRL key modifer globally for vertex sliding would be more beneficial. Otherwise users need to do a tool switch only for this basic tasks. What about selecting a vertex and hitting "G" twice to perform the slide? Jus adapting Blender way. But this would also include switching to Select tool first, so again, interrupting workflow. My personal preference would be the global modifer key. It would be much more efficient. Could be as soon as I drag a vertex around, hit CTRL afterwards to edge constraint it, with any tool you can freely drag vertices with (Quads, Split/Add, Points to Polys). That would fit best with 3D Coat's artistic and "hand's on" pleasent ways of doing this. But maybe this interferes with something I am not thinking about. But if not, it would be awesome!
  20. Hey, jeah I'm aware of Machine Tools, I use it also, can't imagine using Blender without it ever again. But I did not know about Surface Slide, pretty interesting! However, as @MJonathanstated, Vertex Slide along edge is a pretty agnostic to specific modeling package. It is a global concept/function present in all of these packages, it is nothing special, nor anything that needs to do "better" or outperform the "competition" really. It is just a very basic feature. It does something entirely different also than Surface Slide. Vertex Slide is needed to alter vertex positions while keeping edge flows intact. While it is not always necessary to place vertices with mathematical precision, there are frequent cases where you don't wanna destroy already carefully layed out existing edge flow. This is jus one example, you basically can't slide that vertex vertically without destroying the vertical alignment of that edge: https://www.dropbox.com/s/rrixcm7uzzw79p9/2023-02-19 11-57-08.mp4?dl=0
  21. That was my confusion as well at first. I always thought stencil projection should include color. But actually it does not in any software really. What you/we mean is "projection" painting. It is confusing in part of terms. As you probably saw by now, you can use this in 3D Coat suuuper easily, just create a new Smart Material and drag and drop a color image from your file explorer directly into your Albedo to have colored stencil, works even with non square images! And even automatically translates proper values from a single color image also for depth and gloss: https://www.dropbox.com/s/01ca4xfe01s2r80/2023-02-19 11-44-31.mp4?dl=0
  22. @Gorbatovsky So as it turns out, I now noticed that using meters as units in Preferences, and setting scene scale to 50, indeed gives me 1:1 scale when sending retopo objects via applink to Blender and back. That was the reason why I set it like this. (For retopo objects it seems to work flawelessly, only with importing as voxel objects I get scale problems, even when using "Auto Scale" option in the importer dialouge) So these setting are in fact useful. Hopefully, Smart Retopo could work with any scene scale in future.
  23. @Gorbatovsky Found the cause!!! It was not the meter unit in Preferences. I changed it back to cm, but it didn't solve the problem. But it gave me an idea: A while back working on this file, during voxel modeling, I changed my scene scale under "Geometry" in Sculpt room to "50", default is "1". I increased it to match better Blender scale when pushing objects back and forth via Applink (albeit it never quite 100% matched as expected, still could not figure out a 1:1 when working with Applink, sadly. Using OBJ export/import works perfectly though, hope at some poin Applink Scale back and forth could just work, would be a dream). Setting Scene Scale back to it's default of "1" solves the problem of Smart Retopo brush verts not merging. Finally I can shoot geo again without interruption! Thanks a ton for the quick and frequent support!
  24. Thank you @Gorbatovsky! As always! Here is my most recent file, where I am in retopo phase: https://www.dropbox.com/s/ltlhuxzpala6eq0/Futurama_Bender_154.3b?dl=0 Have a nice day, too!
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