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Found 6 results

  1. The Voxel room tab does not appear in the user interface. What have I done
  2. I can't figure out how to symmetrically copy an object with all of his children (in Voxel Room). Can 3D Coat do this? --- Ha! Never mind. I figured it out. Right click on parent and choose Clone->Clone with symmetry!
  3. 3D Coat 4.0.04B(GL) 32bit trying to follow the steps/methodology outlined in this thread: http://3d-coat.com/forum/index.php?showtopic=14408 ... i was actually having more luck in the previous beta version... TL;DR: Why does selecting a Surface Sculpt tool make my mesh disappear totally? Also, why does converting it from voxel to surface make huge chunks of the model disappear? How can Bloodsong import an OBJ and sculpt on it? 1: new scene retopo room import reference mesh, select obj file. Problem: the obj comes in with a texture, but the texture is upside down. how can i flip the texture, or just not display it? 2: retopo menu: use current low poly mesh. gets rid of the texture view, anyhow! 3: voxel room merge tool pick from retopo; the object appears Problem: hitting 'Enter' to commit at this point causes huge chunks of the mesh to go missing. 4: avoid hitting 'enter,' just click the V in the layers to change to S mode. this seems to work fine. the voxel sculpt tools at the top of the toolbar turn into surface sculpt tools. select the first tool. Problem: this causes the entire object to vanish. 4a: to avoid object disappearance, just close the merge tool, and hit enter to 'commit' the object. a darker grey duplicate object is created, but the bright white starter object is still there. there doesn't seem to be a way to get rid of it. what am i doing wrong? what am i failing to understand, here?
  4. Please, consider the following scenario. 1. If you import this .obj file to 3D Coat for laying out UVs, you get: - Materials named: ->materialA - containing objects A-D, ->materialB - containing objects E-F, ->materialC - containing object G. - UV-sets named: ->materialA - containing UVs of objects A-D, ->materialB - containing UVs of objects E-F, ->materialC - containing UVs of object G. This is very convenient and I like it. 2. Let's see what happens if you import the same model to PPP. What you get is: - Materials: ->materialA - containing objects A-D, ->materialB - containing objects E-F, ->materialC - containing object G. - Objects: ->objectA, ->objectB, (...) ->objectG. So again, it's very convenient. You can hide, fill, etc. multiple subobjects sharing a certain material, but you can also do the same with individual subobjects. 3. When imported to Voxel Room, the model is separated into subobjects and each subobject receives its own layer. Perfect. BUT... 4. If you import the model to Retopo Room, here things look a bit different. - Groups: ->materialA - contains objects A-D, ->materialB - contains objects E-F, ->materialC - contains object G. - UV-sets: -> NO UV-SETS ARE CREATED! This can be good or bad, depending on what you want to do. If baking with names correspondence is your goal, than it's damn awful, because you now have to: ->create a Group for each subobject and name it correctly (using former subobject name that was lost when you imported the model to Retopo Room, ->move each subobject from a group that it shares with other subobjects, to its individual group you have just created. ->recreate UV-sets and move objects according to their former UV-set linkage. Let's say, you're done with this additional work and are ready for baking with names correspondence selected. The result is: 5. Paint Room: - Materials: ->objectA_materialA - contains objectA, ->objectB_materialA - contains objectB, ->objectC_materialA - contains objectC, ->objectD_materialA - contains objectD, ->objectE_materialB - contains objectE, ->objectF_materialB - contains objectF, ->objectG_materialC - contains objectG. - Objects: ->objectA_objectB_objectC_objectD_objectE_objectF (a combination of all object names, up to 50 characters) - contains ALL SUBOBJECTS(!). So it goes completely bananas here when compared to how it worked in point #2. Is this behaviour intentional or is it a bug?
  5. Hello guys. I have a problem with a small, real world scale model imported into Voxel Room. First, some facts. The model is 6x2x0.9 cm in size. It will act as: - a volume on which I intend to sculpt several small details that I want to appear on displacement map, - retopo mesh that I will use for displacement baking and texture painting. I imported the object with Merge without voxelizing to keep the details and shape. Also, subdivided it four times before importing. 3D Coat is set to centimetres and measurements I performed on the object after importing it are correct. I said "no" to: because the last time I did that and scaled up the volume in the Voxel Room, the retopo mesh I imported later didn't scale up automatically to fit it. So I ended up with big volume and tiny retopo mesh meaning I was stuck. I'm not sure I understand what this option is for. Problems: - The model is tiny when viewed in the viewport and behaviour of some tools and commands is strange. - Navigation was hard until I reduced horizontal and vertical speeds of some events. - Zooming in works only up to a point. - Camera clipping occurs to early. Tweaking Near plane modulator doesn't seem to affect anything (is it implemented?). - Text tool doesn't work properly. It squeezes fonts vertically because the distance between control points of a curve are too small. - Converting surfaces to voxels (even after typing the value of over 3 million voxels) breaks the volume like if there wasn't enough voxels. I tried fiddling with Voxels->Define measurement units->Voxels per unit, but it looks like this setting doesn't affect the scene in any way. Tried cranking up/down the SceneScale but that also didn't help. It's like with Near Plane Modulator - it doesn't seem to do anything. Do you guys have any advice when working with small real scale objects?
  6. I'm detailing a surface layer with LiveClay. I have used SurfHide to hide unnecessary parts of the layer, so they do not obscure my view while manipulating the model. After sculpting I used Voxels->Unhide all to reveal all hidden parts of the layer, but it seems that the layer have somehow duplicated itself and merged into one (see picture)! Please help!
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