Jump to content
3DCoat Forums

MJonathan

Member
  • Posts

    34
  • Joined

  • Last visited

Everything posted by MJonathan

  1. I have the same doubt as you! I hope someone can help us!
  2. To mantein the mask, you can uncheck this option in your brush settings. But I hope the freeze tool can work by default in voxel mode.
  3. Thanks dude! great info! Can I ask you.. How did you find the information about this? I didn't associate "Unfreeze All" with a state of viewport, like pbr, metalness, roughness, wireframe, etc!
  4. Thanks for the tips! The number 1 is useful! but I have a problem! When I pressed "Ctrl + Click" the viewport changed to mask! That's ok! But now I don't know how to get back to the previous state in the viewport! I pressed "5" in my keyboard but it didn't work! and I was looking for an option in the "view" menu, but I couldn't find a solution!
  5. MJonathan

    Edge Polishing

    I don't think he refers to this! I think he refers as elemo said! the hability to have edge polished! in 3dcoat we have Plane and Scrape brushes, but it's difficult to get good results comparing with hpolish.
  6. Wooo!! I love it!! I tried it SDF modeling, and it's a new great experience!! Furthermore, I'm a big fan of Inigo Quilez!! I've learned a lot of him!
  7. But if you have 30 or more alphas? you need to assign a hotkey per alpha?? giobianco is suggesting other thing! he wants the ability to filter by name instead of icons.
  8. I don't have maya 2024 for test the code, but reading line 1020 you made a good job changing "long" for "int". Now for the line 1034 you can try changing the string '3d-coat' for '3dcoatgl64'.
  9. I think other features are more necessary that an Maya uplink. But I hope in a future, 3dCoat can support python. If python is supported, I can develop tools for 3dcoat and maya uplink version.
  10. MJonathan

    Blockout

    Sculpt Layers (Sculpt Room) and Polygroup Layers (Modeling Room) are not connected, I hope developers connect these rooms. My recommendation.. you need to use sculpt room for this workflow. The brush is Spheres, you can find it in Voxel Tools in the left panel. Or alternative use 3d primitive tool located in the left panel too.
  11. Other bug or I think that is bug.. In the export textures dialog. I wanted to export my textures in EXR 16bits, but in the options when I choose EXR, I only can see 8bits. I reported in other post about the layer masks.
  12. The sliders in paint room layer system are very slow when I work with 2k or 4k maps. I have i7 6700k and GTX 1070. When I move the slider it performs operations and my fps change to 10 or 11 fps. I think that the event of sliders are bad configured. It needs to perform the operation after the user release their LMB or optimize the performance to get realtime feedback.
  13. MJonathan

    Blockout

    I know the Shane Olson workflow, I was zbrush user, and you can replicate it on 3dCoat.
  14. MJonathan

    Blockout

    Are you using Sculpt Tree to separate the geometry?
  15. I'd want to report a bug @Carlosan. Mask with opacity works perfect, but when I want to turn off the mask layer like 4:12 and 5:12 in this video, It didn't work! I tried several times with the sames steps that in the video. Can you try and verify the bug please? I'm using 3dCoat 2023.11
  16. Yes!! It can be awesome, painter has very similar layers to photoshop, and RMB to get options like levels, color correct, anchor points, etc. And blend modes per channel, actually 3dcoat has blend modes only for diffuse channel, we need blend modes for all the channels. These are suggestion to improve de User Experience. Other suggestion for the UI is to have a proper Outliner like maya or blender. Actually, we have a lot of tabs for objects. Sculpt Tree, paint objects, curves tree, poly groups. That is very confuse! A simple way to manage that, is to have an outliner, then in the outliner you have different types of objects (curves, lights, geometry, particles, etc). So when you select an item in outliner, you have other attribute panel with the actions for that object. In maya is called attribute editor. Maya works with nodes, similar to houdini (it's in other level), every item has its own node with its attributes, that's very powerful for artist and developers. Other good implementation for UI can be, pie menus, and improve the creation of objects. In maya, 3ds max, blender we have very intuitive menu of creation. For example, in blender you can press Shift + A in the viewport, and automatically it creates a menu with submenus with type of objects.
  17. I think at this moment that the User Experience needs to be more important for developers than User Interface. Both are related, but actually it's so complex to work with a same model in all the rooms. In the menus are options that aren't relation with the current room. Blender had the same problem with user experience in older versions, but now in 2.8 and above, they improved It, and It's very friendly to change between different contexts.
  18. I was reading the @Just a user suggestions in that post. But @Oleg_Shapo "all the errors from your post have been fixed" that is false. He enumerated 9 points. Can you share with us, what of these 9 points were implemented? I know that developers are working hard to fix bugs, so I appreciate that too much.
  19. Where are these parameters? I can't see them in the Flatten Tool. Also, plane tool is so good, but you need to perform several actions like modify the camera angle + RMB to get the pixel position in the space, next you can use the brush. I think that developers can create a good trim adaptative, to get the sculpt feeling. But it's only my perception. I'm not sure but I feel that in zbrush the trim adaptive gets the normal vector of the face to calculate the trim instead of use the camera to calculate the vectors to trim. Anyway Plane tool looks good! thanks Carlosan.
  20. Yes! It is a good request! I'd like to have the ability to previs the model smoothed! It is very useful in animation and vfx, cause' we are going to apply that smooth subdivisions in the render process. but only in render, not in the geometry. Here is an example with maya, I pressed 1 to show low poly, and 3 to show with smooth subd catmull clark. Most of the render engines like arnold, redshift, renderman, use catmull clark subdivisions in the tesellation process. So when in maya I pressed "3" I know that I have 2 catmull clark subdivisions, next in render I set the teselletion to 2 subdivs to get the same result that I have in viewport. I know that 3dcoat has live smooth, but it doesn't work in the same way.
  21. I agree with you Hostouki, bump maps and normal maps are differents. The same with displacements and vector displacements. I think they need to put your observation in a wish list to develop a solution.
  22. That menu is in Modeling/Retopo Rooms!
  23. I'm learning 3dCoat, and other guys asked for the same, and as Carlosan said! That isn't possible, but I can give you a different solution instead of "No,". Your dog is very small, It has a bad scale in 3dCoat, you can scale correctly your dog to a real scale, then you will see the coordinate sign smaller.
  24. Sounds like a good brush in the arsenal of sculpt! I hope developers have this brush in their TO DO list!
  25. Thanks man! It is very useful 'cause 3dCoat is not very intuitive to get a proper workflow! I was very confused when I tried to get my model in other rooms. I think the interface is nice, but the logic in the interface it's not intuitive, at least for me.
×
×
  • Create New...