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phoenixart

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Everything posted by phoenixart

  1. Thanks @Carlosan! The Simplified Export did the trick. I looked under the export options, and couldn't find anything different from the usual Direct Export, and Export Objects & Textures. I thought the latter would be the right choice, I didn't think to go back to the sculpt room where the Simplified Export lives. It worked great, everything is automated!
  2. Right, that's what I've been doing so far. But not sure on which release happened, I noticed I was able to switch to the paint room skipping the baking/unwrapping process altogether, and be able to stack up smart materials. I thought, if that's possible, there might be a way to make exportable too, otherwise I'm confused on the purpose of such feature.
  3. If I have a voxel with some smart materials applied to the layers, in order to export the textures I need to bake + unwrap first, correct? For some reason, I thought it was possible to export right away, say to Blender, without the need to unwrap, which also means Autopo first.
  4. Thanks for the thorough post @Fluffy, that's really kind of you looking into the issue with such care. I tested the options you provided. I might be doing something wrong, as so far I didn't get it working. But you might be onto something about the undo. It's possible that the times it worked on my end, I wasn't messing with the undo. That said, there's something going on which I think Andrew should be let know. Edit: even being careful about the undo, it's still giving me error. And opening the scene after restarting 3D Coat still deletes the Vox hide operations, and reverts the mesh to the original state.
  5. Thanks @Fluffy for checking. I wasn't sure whether I had to delete the geometry or not before proceeding with Res+ In the first video I posted around 59 seconds in, I do delete the geometry, and then increase the resolution, but the problem still persists. During my tests, it seemed that this is a random behavior. Sometimes I restart 3D Coat, go through the same steps, and it works. Other times it doesn't, and what's worst, after I save and reopen the scene, I find the original mesh intact, with no hidden voxels whatsoever. Not sure how to help to nail down where the issue lies.
  6. @Carlosan could you try a few more times? Even on my end it doesn't always happen, but it does happen across sessions. @Elemeno thanks for checking, and confirming!
  7. I'm doing further tests, but no matter what I do, the issue is still there. I'll go through the tutorials again, hoping I'm missing something.
  8. Hi there, I've been experiencing this issue since last year, not sure if I'm doing something wrong or if this is a bug. Here are the steps: Use Vox Hide to hide part of the voxel mesh. Separate the hidden parts. On the original voxel mesh, increase the resolution. The hidden parts come back, and they're now joined to the original mesh. Alternatively, before step three, use first Delete Hidden Parts prior to increasing the resolution. The result doesn't change. Also, once the hidden parts are deleted, performing a Cut-Off will still bring back those parts. Lastly, save the file, and re-open it. Now the original mesh it's back, and the hidden parts are again visible in the original layer. https://mega.nz/file/2KxGFaqI#3sSWA77qYbGLjSZn_sDEa1hS9soD3hXrbiqlEv_UMzA\ After reopening the scene https://mega.nz/file/rHZCwagD#yJNBhQEMlyiM0zvHj3zxjBG2ssk6s-bS8X2po5w39Pg
  9. Thanks @Carlosan! I didn't realize I was still in Voxel mode.
  10. A couple of screen record. When the mouse cursor seems to freeze is because I'm undoing. I forgot to open the screencast tool to show the keys that I was pressing. https://streamable.com/rzp7qe https://streamable.com/ervvqg You will notice all the oddities, especially in the first video where it seems none of the painting I did was taking any effect, other than applying color to the vertexes. Is that the expected behavior, or is there something I'm missing? I watched the video from Andrew, and it doesn't seem he did anything differently from what I'm doing.
  11. I'm testing Factures, and I don't think this is supposed to happen. Paint a layer using one of the VerTexture Add a new layer, and start painting with another VerTexture. After the first painted brush on the new layer, undo the operation. Both layers are erased. The base layer is left with some area painted with the VerTexture, the rest is only color. I'm using 3D Coat 2022.57
  12. Thanks @Fluffy! That worked. I had tried the average vertex position, but without changing the sampling. Thanks for pointing that out!
  13. Hm... it seems it's a bug. It works with the other brush mode, like radius, depth, vertex curve, curve, but when I switch to stamp than the issue shows up.
  14. Thanks, @Carlosan I have use current alpha on, in fact, the alpha is working fine. The problem is with the edge of the alpha map, where there's distance between the brushed area, and the voxel surface. Where do I find the option Clay Engine > extruder on Voxel mode? I searched through the main menus, and in the preferences, but I couldn't find it. By the way, these are the settings I'm using with the Extruder brush, which is in stamp mode. https://freeimage.host/i/Hc6XAMv
  15. I recently did a fresh install of 3D Coat on a new PC, and I'm noticing something strange with the Extruder brush. When I extrude, I get this weird protrusion from the surface. So, instead of the extrusion being one thing with the surface, I get this detached area along the edges: https://freeimage.host/i/HchsrPV Perhaps I had tweaked the settings on the old PC, but can't figure out what settings it is causing this. I thought it could be the falloff, but even at 100% I still get similar results. Any idea?
  16. I will renew this year, mostly because I have a lot to learn about 3D Coat, and I'm enjoying using it. That said, I agree with the OP's post, especially about the bugs, as well as on holding back on adding new features. With new features new tutorials are needed, and as pointed out above, it's already sometimes difficult to find a walkthrough for existing features. As for the learning resources, I feel 3D Coat is wrapped in a strange ecosystem. On one hand, there are lots of videos around. Carlosan alone posts so much stuff every day, which is impossible to keep up (at least for me). But, please, keep doing that! Those are valuable resources. On the other hand, all those videos are scattered across different topics. Each one will focus on a single feature of a rather vast 3D application — perhaps too vast? One more reason to hold back on adding new features? Anyway, what's missing is one single tutorial that can explain new users how to tackle one basic project, from start to finish. Off the top of my head, I can think of something like starting from an external DCC, with all export-import implications (it would suffice to explain the theory, not necessarily using all different DCC available); different case scenario of UV-ing (Is it done externally? Is it being handled inside 3D Coat?); the whole process of sculpting (a simple model would suffice), baking, and painting; finally, exporting the file and all the textures. I'm not sure if other users share my same expectations, but when I started with 3D Coat, I wanted to be able to apply some smart materials, do some basic painting, and get a nice curvature map to render worn edges. This may sound simple in theory, whereas it opened a can of worms considered all the steps one has to go through. Not that it's always easier in other applications, there's a lot to learn. But having one tutorial to jump start on the common workflow which we see elsewhere (SP for instance) would be really useful. After all, I'm sure many are approaching 3D Coat because there's a shared willing to ditch Adobe, or Maxon, or other major 3D companies. A basic introduction for those people on how to replicate the usual tasks in 3D Coat would be crucial. As for the bugs, I have to admit, I don't feel like I want to push 3D Coat much, I always have this feeling that sooner or later may crash, or things may work in unexpected way. That said, kudos to the people here. So far, I've had a pleasant experience with prompt reactions from Carlosan, and the devs.
  17. Thanks @Carlosan I tried again, and now it's working. I'm using fixed scene scale 100, and meters. This seems to work fine with Blender.
  18. @Carlosan Is this bug back on 2022.57 for you as well? https://imgur.com/kZgXi3a
  19. Sure, link sent. Thanks for checking it!
  20. No, in this case I wanted to do the UV in 3D Coat.
  21. I imported an FBX in 3D Coat for some basic painting. Here's the original model in Blender https://imgur.com/KlEIvgx Everything looks fine. I can paint on the mesh without any issue, same for generating the AO, and the curvature maps. This is how it looks in 3D Coat https://imgur.com/vWJXEkw When I finally export back the FBX, this is what happens: https://imgur.com/wjqmEcp Any thoughts?
  22. And just a heads-up, some materials are broken. I tried rocks, a few metals, and there's always some map pointing at the wrong file which is missing in the shader.
  23. Sorry, I didn't check the forum for a few days. Glad you found it!
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