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stusutcliffe

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Everything posted by stusutcliffe

  1. Right click on the object in the sculpt tree, then near the top of the menu is "object-ify" ( maybe should be called seperate ?) This should make seperate objects. Then that might give you more options to merge them properly.
  2. Trying to earn a living today, difficult when things dont work terribly well. Is it just me. There must be some one else who cant split/cut off properly.
  3. Just reporting back. Working perfectly between Coat and Blender. No more giant stuff ! Thanks guys .
  4. Brilliant, now we are getting somewhere I have been holding back on the latest betas cos I am in the middle of a project , Im on 4.2 and 4.3 .They are missing this option. I vaguely remember reading that FBX had been worked on, this must be it. I will start with a fresh brain and refreshed software in the morning. Thank you so much for everyones help.
  5. Nope not got that , can you show me a pick please?
  6. Thanks. Yeah all of that ha ha. Just one thing seems new to me here ,where /what are the FBX export prefs? I dont recall seeing that anywhere at all, that might be the magic button for me.
  7. Thanks for the trouble you are taking to look at this. If I follow those settings ,it is still an enormous default size in blender. I usually import to Blender at .04 size to make it managable for me. I think my client could do that in Maya ,maybe they are lazy. ( The settings in 3dcoat dont seem to affect the export size.) I think you are lucky that it works fine in Max.
  8. Ive been working in mm, but it does not matter I can change to any unit and its massive in Blender. If I reduce the model to 10 percent of its size ,its managable in Blender. Clients not got back to me yet, Im sure he can just import 90 percent smaller in Maya ,youd think so wouldnt you. I start most of my sculpts in coat using the generic mannequin as a size guide . he seems to be about 190mm in my layout. I thought that would be a reasonable size for digital maquettes. If any one knows how to start off in 3dcoat about this size and and export it so it appears that size in other software. Over the years and all the software ive tried nothing has ever matched up, so I gave up in the end ,cos mostly its hobby and it doesnt matter, just wanted to get it good for client. So there is your challenge folks export the generic 3dcoat mannequin( non segmented one untouched in 3dcoat) to Blender/Maya as an FBX and have him not be massive...then tell me the settings....ta!
  9. Ive been exporting via FBX. But my client says its massive in Maya and could I make it smaller. So ,in Transform I scaled it to 10 percent and exported it again...it was still massive . So after hours of fiddling with scene sizes and wott not I tried again and this time it seemed to be the right size.[ well in Blender anyway, still waiting to hear back about Maya] Maybe I accidently clicked the required button,I dont know. I read he FBX has been updated recently, could that have been a bug? Maybe I had to save the 3dcoat scene or something before exporting. Im at a loss with all this.
  10. Thanks I will try it at some point.Is it diferent than using the option with right click mouse. Im pulling my hair out over something else at the moment...but thats for another thread.
  11. Ta for the info. I think you need to be here .There are all sorts of permutations on this one. Dont necessarily want to delete if all the best stuff is in that layer,and its got the paint I want. just merge down. But I think having a stuff in Layer 0 didnt help as you cant merge down to that layer...who knows. Im sorted now, but thanks for the tips I will keep note. I will practice more with this on my own stuff, not an actual job.
  12. I found a solution to this I think. I had to send of my model as an FBX so a client could work on it. So I brought it back in and now all is perfect ..sculpt is on Layer 0 paint is on Layer 1 , nice and simple . Before I had two sculpt layers 0 and 1 . So switching off all the beta tools for now. Apologies if this makes no sense to anyone. What would be the best way to bring an FBX back. I used the 'vertex paint and big reference' I think it was called. I could not find an Import FBX button anywhere ....probably did not look very hard. I was starting to like the new curves tools, but cutting off is still leaving faceted faces.
  13. Ther is a little bug that I have had for years. Its been particularly annoying today. Paint opacity for brushes a lot of the time defaults to 93 per cent ...no other number. Its annoying when you havnt noticed and painted loads. Any had this.
  14. Ta for the help, Im struggling to get my head around this. I think its because I have info in Layer 0 which I dont think you can get rid of. Think I am just going to have to live with it for this thing, then turn off sculpt layers for the next job. I hope ther is an option to turn off Sculpt layers in the final release . I can see their use, but when you keep sculpting on the wrong layers by accident things start turning messy ,a bit like when you paint on the wrong layer but doubly so. I just do simple stuff.
  15. I find it difficult to explain, I dont like the sculpt layers because I keep sculpting on the wrong layers so when I delete a paint layer I no longer require I lose sculpt info I want to keep and vice versa. If I switch off sculpt layers in the prefs they get reactivated when I open the scene that has them. Basically I have a sculpt layer with vertex paint on Layer 1 what I think I want to do is flatten the sculpt layer and move the vertex paint to layer 2 then switch off sculpt layers in the prefs as I dont need them for now. sorry if this is just gibberish, Im confusing my self now. I want to extract the paint and sculpt from one layer and make it two layers, paint info one,sculpt info in the other.
  16. Just wondering ,is ther a way to seperate vertex paint infomation from sculpt layer infomation when they are on the same layer .
  17. Yeah Blender is great now...never thought I would say that. Though I have only scratched the surface. I know enough to put my 3dcoat sculpts in and render them nicely in Eeevee to show my client. I have a little "studio" where I just drop in the model and its ready to go.
  18. Hi I had a play with this out of curiosity. Crashed and burned in 3dcoat. It opened fine in Blender, though it did take ages to appear. I decimated it to 10 percent, exported as obj and openened in 3dcoat fine. May be worth your while taking a look at Blender 2.83 rather than Zbrush, Its really good these days. Especially as your demo will run out. 4gig gtx1050ti gpu by the way, Win 10. The only downside was it made all my desktop icons have drop shadows? I will just reboot it will be fine. Must be gpu issue maybe.
  19. Is this being looked at. Faceting when splitting/ cutting off .This bug has been going on for a while .Its mighty annoying have to keep switching off the new curves which I am slowly getting to like. I think I have done a couple of cut off/splits that have worked correctly but I think it was when I was just testing it on a sphere. When you really need it its annoying. Split.jpg is new curves Spit2.jpg is old curves
  20. You can disable the plane axis scale in the gizmo options, if it is the thing I think you are talking about. And we will keep the screen space rotation circle thank you very much... which by the way you can disable in the gizmo options...also.
  21. I cant stand those stems, Im always sending things flying off . Maybe those could be added to the gizmo options. The scale planes are in there, which I have turned off because I was always grabbing them inadvertantly too. And maybe add a arrow scale option.( size is fine for me but I can see having the option making them a bit bigger could be useful.) Edit. I have used some software recently that has the option of making the gizmo any size.....but for the life of me cant remember if it is in 3dcoat ,Marmoset, Blender or Carrara... As I get older I feel like HAL 9000 having his cores extracted... I have cheat cards now, where as I used to just remember stuff.
  22. This might help also. But use the new curves instead of the red ball curves. Maybe the red ball curves should be renamed ....
  23. Hi Kenmo, Here is a couple of pics, if you can decipher them. You need to have curves activated in the preferences . The good thing about thes curves over the 'red ball' curves is that you can use besier handles or whatever the correct term is, for better control.
  24. Have you tried 'downgrading' the object in the sculpt tree. Or does that cause other limitations.
  25. Hi Kenmo, nice work on the engines.Not seen Hexagon for while I remember buying it for $1.99! Ha Ha Does the belt have teeth? If so I think my first port of call would be the spline tool, using it with the new curves system gives you more control than with the "red ball" curves system. If it is just a flat belt I would make a "slab" of stuff usint the cube primitive then just use the cut of tool and cut out the profile from the front view in orthographic mode.
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