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Sui

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  1. Is it possible to show at least one digit after the decimal point. It becomes unclear when the count reaches a million.
  2. I have a few concerns. First of all is the time to implement such a heavy function. It may certainly impact the effort to optimise and create other functions which are essential for the role Coat used to play. The second would be the efficiency of the software. Let's be honest, Coat is not the fastest one in the market. Considering the speed, bugs, I would personally not use Coat to render a heavy model. Since someone mentioned a lot of concept artists are using Coat, I must say Coat is great for creating interesting shapes and volumes. I use it to create a single building or a vehicle all the time, but I never build an entire scene in Coat. It would be way too heavy and can easily crash. Coat is not optimised for such kind of job. So personally, I would be against(not strongly though) the integration of such a render engine. It will be good to have if it does no impact on other functions. Just, I would suggest more attention on making the creation, autopo and export better. These would certainly make concept life easier.
  3. Sui

    Normalmap error

    I forgot to mention that I auto unwrap the UVs and baked the normal maps in Coat. All maps are 4096 x 4096.
  4. I use Autopo to retopo some objects and export them to Blender and Substance Painter. All parameters and presets were set to Blender or Cycles. However strangely, the objects appeared to have a lot of artifacts and seams in Blender than in SP. Details were also less clear than in SP.
  5. Alright, I guess that's a way then. Anyway, Thx. I've written a email to the address, along with some other feature requests.
  6. Yeah. I think I saw someone using it. Just never found where that is.
  7. It's very different than the Autopo Coat now has. I quite like it can automatically ajust density to hold more details and crisp edges while giving me clean loops and Quads.To me, the only two problems, in a concept art workflow, are the tedious process and the risk of broken faces.
  8. I've applied 3Dcoat's auto-retopo many times in my projects. Both autopo algorithms are great with some drawbacks. I found that Coat's built-in Autopo has better edge flow and control of density than Instant Mesh, so it is a better option for hard surface. But it also has a higher possibility of broken faces. And one crucial problem for me as a concept worker is it's much slower than Instant Mesh. When working with one object it's not very obvious, just a few seconds. But usually I'll have to work with a vehicle or a building with dozens of little components. That will be a very deadly time consuming process if I'll have to click autopo again and again and wait every 30 seconds in between. I could really use a function to autopo many objects at once. I know currently I need to type in a required number of polygons for Autopo to work. But I am thinking maybe a option to lower the poly count to a certain ratio, just like Decimate (by test, I think 3%-4% would be enough for autopo. The model can hold enough detail after a proper bake with normal map) can be added so a Multiple Autopo becomes possible, and we dont need to spend time waiting and repeating clicks. And again, I dont mind if this process take some time. It will be fine if it runs in the background and I can do some other jobs. Another way I found other concept artists using is decimate in Coat. Then decimate again in Blender. Then Bake in SP. This workflow works well but it generates messy Tris and Ngons, which is why I would really like to do all these process in Coat.
  9. It happens when use generally every tools that does extrude or freeze with Ignore Back Face checked on. I simply perform a lasso selection with them on some objects. It happens randomly, even on plain surface. On an symmetrical object, it could happen on one side and not on the other. I did not check Depth Limit or On Plane. The artifacts do not appear when Ignore Back Face is turned off.
  10. I found this strange behaviour when using several tools with no back faces. Freeze, surface and voxal extrude tools all have this behaviour when performing lasso selection.
  11. Can I toggle visibility/isolate multiple objects at once? By set a hot key for the following option, I can easily focus on one object and turn off the visibility of other objects. But sometimes I need to work with more than one objects. I tried select multiple layers and use this option but it cannot work and I could not find any similar function.
  12. No. If I am not mistaken, this is the poly count I want the mesh to have after retopo. What I want is the poly count of the sculpt objects as they are in Sculpt Room, to be shown in Retopo Room. For example, I want to autopo an object and reduce its poly count to one fifty. I need to go back to sculpt Room to check its current count and then set the Required Poly Count. If I could see the original number in Retopo Room, I would not need to switch between two rooms, because normally I need to work with a large number of objects.
  13. Is it possible to show the polycount before autopo? I need to, most of the time, autopo and decrease the count by a certain ratio. It will be helpful if I can see the polycount of the sculpt object just like in Sculpt Room. Right now I can only see the count of the retopoed mesh after I finished autopo.
  14. Also, it's not related to this topic but another bug with Vox Layer. I use this for some extrusion, both outward and inward for volumes of certain thickness. It tends to fail when the painted(frozen) surface is complicated. An empty layer would be created and the frozen surface is aborted from selection. I cannot go back with Ctrl Z, either. It is a random issue. Sometimes it just happens with very simple shape. I tried Applying to Global Space, or simplifying shapes and boolean them together. It works sometimes, but this is quite annoying cuz I have to work again and again, hoping for a result.
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