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Henry Townshend

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Everything posted by Henry Townshend

  1. @Gorbatovsky I also found out that when I have vertices or edges selected with the select tool, I can not use my shortcut for "Relax" tool anymore. This is also new for me. Previously it worked like a charm and I could quickly relax selected areas this way, using my shortcut for Relax(SHIFT+CTRL+R). Now, once I have several vertices selected, the shortcut does nothing and I need to go into Space Bar Menu and hit Relax. Further subtracting from usual speed.
  2. Thanks @Oleg_Shapo. I know about constraining axis, it's great, works exactly like in Blender, even one keyboard hit less. I can move vertices in any tool without problems, unconstrained, or in world axis. However, what I am asking is something different, and very essential. If a user can already slide edges, he should also be able to slide a single vertex along an edge. There is a crucial difference between moving along a world axis constraint or in the direction of existing adjacent edges.
  3. Hmm, unfotunately not for me. Not sure what I am doing differently. Out of ideas. I am staying inside the same object. Bummer, but thanks again! @Gorbatovsky I found another kind of "anomaly": When I select the Knife tool, all of my short cuts stop working and Space Bar menu also won't pop up, unless I select another tool from the left side bar.
  4. @Gorbatovsky I'd have another question: Is it not possible to slide a single vertex inside the Retopo room? I can only see the Slide Edges tool, but does it have a vertex mode as well? Even with Move tool, there seem to be no way to slide a single vertex along an edge. This is what I mean (Blender, hit "G" twice). Could we have it also in Retopo Room in 3D Coat? If not already there (not 100%sure): https://www.dropbox.com/s/ucuuq4i5o3g3d2v/2023-02-18 14-12-03.mp4?dl=0
  5. I see. But why can I move knots again after hitting undo one time, even with equal step disabled? https://www.dropbox.com/s/m4shomeyc2m3cs1/2023-02-18 13-31-10.mp4?dl=0 And I mean you can literally move the knots in any case, they jus won't update the geo... And however instant merge still doesn't work, detracting from the wonderful speed of the Smart Retopo brush. Now have to go in lasso select all affected verts and use Weld Tool to weld them together after the fact.
  6. @Gorbatovsky Update Balls position is now also not reacting anymore. Only once I hit undo, the ball positions adjustments will update the proxy-topo again: https://www.dropbox.com/s/hez1iv4emojpehc/2023-02-18 11-15-12.mp4?dl=0
  7. Thank you so much!!! @Gorbatovsky But still no change for me:/ https://www.dropbox.com/s/vfhmgt62oudsr8y/2023-02-18 10-59-32.mp4?dl=0 And huge thank you for 2023.01 ! E.g. Ability to now delete edges via delete key is much appreciated!
  8. Blender also has this now since a few versions ago, under "Mesh Filter" -> "Surface Smooth" (need to drag along the sculpt to filter apply the filter globablly, not the best UX imho )). Not as effective as ZBrushs polish, but it it does a decent global smooth job: https://www.dropbox.com/s/5u14luuy45rpk6s/2023-02-17 22-12-59.mp4?dl=0
  9. Thanks for the answer. Unfortunately, this seems not it. I tried with various weld tolerance settings: https://www.dropbox.com/s/hq75r7oippsekgz/2023-02-17 20-53-49.mp4?dl=0
  10. I suggest a global Smooth Tool similar to the "Polish" tools in ZBrush's "Deformation" Pallette, where you can smooth an object globally, even while respecting object's features and edges. https://www.dropbox.com/s/t6e3op44mxj7og5/2023-02-17 20-47-47.mp4?dl=0 Smoothing objects out manually by hand placed brush strokes by hand consumes too much time, and Anti-Bump also interferes with the silhouette of the Object, if used extensively. So does Powerful Smooth. I think 3D Coat would benefit immensely from such a slider! The "Smooth All" function doesn't seem to be the same. Even when run on 100 multiple times, it wont really polish a surface as desired. No matter what options enabled in my xp.
  11. Hello, currently (V.60),Smart Retopo Loft and Quadrangulation does not merge with targeted vertices for me anymore. I tried various settings, also weld tolerance, to no avail: https://www.dropbox.com/s/nktj1avzsqdoasi/2023-02-17 16-50-53.mp4?dl=0
  12. Thanks a lot to all for all the help! Very grateful! Thanks much @Oleg_Shapo for the video! This is very interesting! Cool! Tried it, there is still some moire left, but it is a good tip to speed up the entire smoothing process! Thanks @Carlosan for showing the surface in motion! Now I believe it ! And I understand what you mean with the low poly modeling approach sometimes being "better". But my whole love for 3D Coats sculpt room is the exact absence of polygons and the free-ness to create with booleans and pose tool, as if one would use real clay mass! I am not trying to mimic low poly subdiv cage modeling with voxels, I am just trying to get clean high poly hard surface meshes using a Voxel to Surface approach! Low poly comes lader! @AbnRanger I see your point. You are right, increasing the polycount does indeed help with using Anti-Bump! One thing I realized, is that I use Jama Jubarev's high contrasting sculpting HDRI most of the time (the second one form the upper most left, with one strong key light and 3 lower lights) and I noticed that it intensifies the moire effect! Other default 3D Coat skies do not do this the same way afaics. Also in conjunction of which shader is chosen. So this probably came into play as well! (see video: https://www.dropbox.com/s/ksgstcxa97j17l5/jubarev high contrast sky moire emphasis.mp4?dl=0) Did some more tryouts and I think I can now manage to get the surface I aim for while staying inside 3D Coat. Awesome! Even when translating to Blender the surface now reads well. Maybe, some kind of automated smooth process option when converting to surface mode would be cool. Like a global Anti-Bump and Powerful smooth of sorts. One question would remain for me: How would I go about smoothing these borders as well, without altering their silhouette, now that I get a smooth surface elsewhere?
  13. Thank you for the help! As you can see in the videos, I am already using Surface Mode, not just Voxel mode. I am indeed using and knowing that Voxels are intended for sketching out forms and Surface Mode is needed to proceed. However, I am not able to get a usable surface in Surface Mode anymore, the moire remains no matter what I do. Could you maybe post a video of your smoothing procedure where you turn around the model? maybe also with a more shiney shader on it? It is hard to tell from a static image how the surface really behaves and how clean it is. I used Anti Bump and Powerful Smooth as well, unfortunately to no avail .
  14. Thanks for the quick checkout! Unfortunately, it is not it. I purposely use flat shading during construction, and smooth shading also from time to time to check my surface. But the moire problems persist in smooth shaded, non-flat shaders as well. So it is not an issue of the shading used. This was also my assumption at some point though, but even with 3D Coats default Shader, which uses smooth as default, the problem is there. You can see switching flat and non flat does not change the issue of the ingrained moire, which is still the same problem, even when exported to other apps (in this case Blender, seen in the video) https://www.dropbox.com/s/2rqgdwuxas0ns19/2023-02-12 23-15-18.mp4?dl=0
  15. @AbnRanger Thanks so much for the quick reply! Appreciated! Pinging @Andrew Shpagin into the conversation. Hitting ENTER unfortunately still translates the Voxel Moire over. Anti bump kinda does what it is supposed (its great!), but still, the moire persists. Smooth All command, even at a value of 40, will not remove the moire, even with Relax checked. I am a bit baffled, as I think I did not experience this before when working on hard surface stuff in coat, meaning I could always resolve this kind of patterns afair by switching to surface mode at some point. The moire structure seems so deeply ingrained, as if every single measure fails due to it being adapted. I wonder if this might has something to do with the addition of Multi Resolution? Cause it is the most recent, kind of severe new addition... a side effect? Sure thing, here's the file, feel free to explore in detail, be my guest! Happy to contribute if this is really some unwanted behaviour and might can be solved: https://www.dropbox.com/s/gvhdzmsgehoi3l0/Futurama_Bender_110.3b?dl=0 So far I thought I am doing something wrong. But after you answer, these are pretty much all the steps I would also do myself, and at least I thought would be a guarantee to fix any unwanted unclean voxel surface remains. Maybe another info that miiight be interesting: I created the guy exclusively using primitives from the Primitives tool, and then adding/subtracting these from each other, or deform them via pose tool. Did not bring any external meshes into 3D Coat. All is done using internal 3D Coat Primitives, cylinders, spheres, torus,... But as in the above second video, you can see this also happens when choosing one of 3D Coat's base meshes from the start menu.
  16. @AbnRanger I'd appreciate your expertise here, any input what I may be doing wrong? I seen amazing hard surface models using Voxels and Surface Mode, never saw any moire on them.
  17. Hey! Not sure if this is the right thread for this, but did not want to pollute the Development Thread. I have Voxel modeled this guy, and I got a bit stuck wanting to transition into "high poly" phase, meaning creating smooth clean surfaces for baking to a low poly. However, no matter what I do, I can for the life of me not get rid of the Voxel moire patterns on the forms. I tried: increase voxel resolution and smooth, still moire switch to surface mode and smooth, still, moire translates to surface mode (Which I did find unexpected) smooth out surface in Voxel Mode as is, the moire persists use "Smooth All" function at various degrees, repeadetly, moire still there tried "recalculate" the surface by increasing or decreasing resolution, moire persists, even when smoothed use Voxel "Fill" brush to try to fill moire gaps and smooth afterwards, not very successful and makes surface uneven My goal was to stay inside 3D Coat to go through the whole pipeline, from high poly to PBR painted low poly. But currently I am stuck because I don't want to bake moire into my low poly normal map. I know ways to bypass this outside 3D Coat, of course, e.g. I can go to ZBrush and use ZRemesher on the pieces, which gets rid of the moire instantly, giving me a usable high poly. However, I refuse to believe it is not possible to get a moire free high poly sculpt in 3D Coat and I am close to convinced I must be doing something wrong or not knowing something. Any help would be largely appreciated. https://www.dropbox.com/s/6wrew56ft9y6pno/BenderMoire.mp4?dl=0 Btw. the same happens here, where I started a quick face sculpt using one of 3D Coats base meshes. The moire is nasty ingrained into the topological structure from the start, and I am a bit baffled how to get rid of it. I always thought this is normal and one has to wait until moving to surface mode to get rid of these. But I am unable to do so. https://www.dropbox.com/s/vdo163ll72ljlrs/CoatMoire.mp4?dl=0
  18. This is still missing in 2023. 3D Coat has no Mip Mapping inside its view port. Having to export and go outside the app to estimate your higher frequency detailed textures looks is not a good nor efficient solution. Plus it makes estimation of crisp normal map details difficult, with the tendency to tune it down in coat and then be surprised why its to toned down inside other apps. A texture app should offer users an accurate preview of how textures will look in other apps/engines. I have written Andrew several times to maybe consider integrating Mip Maps. For a texturing app, this is a huge oversight imo. Every single application or game outside of 3D Coat uses it. Having Mip Mapping inside a texturing view port is essential. Has been for ages.
  19. Same here. Whatever they come up with, can't wait and super excited. Googling every few days like an excited child before Christmas to see if 2023 release has been announced, and only finding this threat so far. 3D Coat, especially 2022, is such a fantastic achievement, it is incredible. The more you learn about it and get comfortable, open minded adapt to its ways, the more work you do in it, you can't stop to find these little user friendly and powerful gems everywhere in the program, and often things that are a hassle to do in other programs, are just amazingly, artist friendly implemented, once you found out. Resource management is just one example. I cross fingers for Paint Room related enhancements: Adjustment layers, maybe real groups, accelerated Blending Sliders, more dedicated Texture Channels. But whatever comes, whenever, I thankfully take it. I more and more work in 3D Coat, and it is among the most enjoyable parts of my day when working on projects using this program. It is a pure joy once you got the hang of it. Things I can not live without anymore as someone who uses Blender almost a decade and ZBrush pretty close to that, before I decided to learn 3D Coat around 1 year ago. It has become an irreplaceable part of my tool belt. The sheer snappiness and speed of the program I never experienced like this elsewhere. Retopo Room alone would be a reason for me to be a Subscriber. Can't express my eternal gratitude for this program to exist, and the hard passionate work of the developers, even in these times. I hope you guys know you are enhancing the lives of a lot of 3d and even 2d artists around the whole world.
  20. For now I found a nice workaround using Applink to Blender: Simply send the Mesh to Blender via "File -> "Export Voxel Mesh to" -> "Blender". Activate Sculpt Mode and then use "Mesh Filter" -> "Inflate" . Drag your mouse to the desired inflation. Go to 3D Coat Applink left SidePanel ("N" Key), set it to "Send as Voxel Mesh", hit "Send". Have your inflated Voxel Mesh back in 3D Coat! I have set my scene scale in 3D Coat under "Geometry" -> "Edit Scene Scale" to "100". This way I have a 1:1 match between Blender Units and 3D coat. (Not 100% sure if necessary though) Only thing you need to do when you import the Mesh back (when it is still in a pending , orange state, before you hit enter), search for and click "Auto Scale" in the Panel, this will automatically scale the Object to how it is in Blender. Update: The last part with the Auto Scale does not always work for me it seems.
  21. Ok, look. And please observe: 2023-01-26 14-35-19.mp4 If you are telling me 4.7mio resolution is not enough to perform this kind of operation without getting these lines, I am all ears.
  22. Never said I expected my custom Spline Voxel Object to be a finished product. I said "I am in Block In right now". I am not out for quads either, if I where, I would use ZBrush or Blender. I simply requested a sharpening function, adding to an old request from 2013 (!) , and then showed having problems with the pose tool falloff of the "band aid" solution that was offered. I don't understand how this thread has turned and now continues into a philosophical discussion about 3D Coat's Voxel ways. The thing I found and took the time to clearly demonstrate could even be considered a bug report. And I offered a workaround solution for it. I am currently just having fun using Voxel Modeling for a project. I am not battling with the core concepts of 3D Coat, at all.
  23. To further Clarify which area I meant with "Stepping" (which was not the right word chosen probably :P ): The edges where totally fine and expected for me. But not these bars.
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