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Found 116 results

  1. kenmo

    Flight at Sunset

    From the album: Kenmo's 3D Art

    Rendered in Vue with postwork using ArtRage & Photoshop. I modeled the zeppelin parts in Hexagon & Groboto3D. And assembled the parts in Hex. The Zeppelin was uv mapped & textured in 3DCoat.
  2. Hi Professional Software Developers, Seriously frustrated, so attempt to overlook any snark that comes through. I'll start with the forum issues. I cannot seemingly post in the 3D Coat section, nor can I reply to any posts in the 3D Coat section, neither in that section, or from the front page (Those sections are greyed out). Why can't I post there? Thus, I have posted here. 3D Coat problems. Pink Edges for 'Sharp Edges" seem to show up no matter what I do. I've seen people say: "select all edges and Clear Sharp" but, I've never seen a "Clear" sharp button on the UV-Unwrap menu. Here's my process in image format: As you can see, it defaults to the hateful pink edges even without requesting it do this, and while ia see a button proclaiming Sharp Seams, how the heck do I remove ALL sharp seams. I HATE, HATE HATE these pink marks, obscuring my seam markings. Please please turn them off by default. 3) Something it also does, which is infuriating, is move parts of my FBX file around. I've tried 'No Center Snap', I've tried 'Center Snap' selected, and without seeming cause, messes up positioning on SOME fbx files. Nothing like this happens upon importing the same files into Zbrush, Substance or Marmoset. The files originate from 3DSMax and I always export with the same settings, and sometimes, it messes up the alignment some parts in relation to other parts. 4) Sometimes, edges are very close together, and my brush will simply not get small enough to select a particular edge when trying to make a seam. It'll snap to selecting one seam close to it but it avoids the seam I want. Very very annoying. 5) Sometimes parts of a mesh, upon using 'Unwrap', tangle the hell up, and become INCREDIBLY SMALL... and it takes me ages to see that they've done that if it's a spare polygon or three, but regardless, every time I try to flatten them out, they re-tangle up and become tiny, requiring me to use a rectangular lasso to select them. Large chunks of poly-space can end up invisible in the UV Preview space. Guys, it's getting to the point that it's (I can't believer I'm saying this) easier to UV unwrap in 3DSMax. Can we please go back to making this program rock solid and really good at what it does, and be LESS worried about adding the kitchen sink?
  3. I'm using 3DCoat to create retopology. I have run into the problems with complicated objects consisting of many parts. After importing into the program, I find part management very difficult (hiding, unhiding, selecting part for retopo) and the performance is very bad. Any idea how to improve this? I am thinking about dividing larger objects into smaller groups, but how could this be done most efficiently?
  4. Just downloaded the latest beta Jan 22-2020 of Moi3D ver 4 and was surprised to see it now has subD support. I imported the spaceship I created in 3DC. And exported the retopo'd OBJ and imported in MOI3D ver 4. It was taking too long to import on my I7-4700 and I also had Adobe Lightroom & Photoshop opened. So I installed MOI3D beta 4 on my newly built AMD Ryzen 7 3700X and after several minutes the OBJ opened (122,000 faces). WOW. This could be a game changer for me!!!
  5. Cherrydoyen

    [Solved] I need help, can't stop erasing.

    I recently started to get back into 3d coat, and decided to go back into my 4.5 version, but after fooling around and having my cat stupidly run across my keyboard after being spooked, I can't seem to paint on the models I'm using anymore? Whenever I go to draw or color on any part of the model, it erases instead of coloring. I've looked through the settings, tried all the keybinds, uninstalled and reinstalled probably about 10 times, restarted my computer about 4 times, unplugged and even restarted my tablet drivers, and nothing. Can someone help out?
  6. Alemar


    From the album: Alemar 3DCoat Gallery

    © Marco Alemar

  7. Hey Everyone! I'm trying to use Falloff to try to control Alpha's MidValue. I know that falloff is not for that. The result is a surface inflated inward or inflated outwards. To apply detailing on a character is virtually impossible, because there is no way to control the alpha on the surface of a flattened way, ie only the detailing on the surface without inflating and deforming the the surface of the character. If you do not use Falloff, the alpha will look rectangular step inward or outward. From what I know, there is no control to solve this within 3D-Coat. It is very complicated for an artist to use alphas to detail a character without having control of how the alpha will deform the surface of the mesh. If the user does not have a control similar to MidValue, it will be very difficult for the artist to perform his quality work within 3D-Coat and this will cause the artist to try to do his work in another program. And more complicated is the artist who has no knowledge of trying to fix the alpha in an external program just because of MidValue. Sometimes alphas textures (displacements) bought on websites when they are used inside 3D-Coat have the same IMAGE effects as I did (above picture) because there is no function inside 3D-Coat that controls Midvalue. And to be very honest with you, I do not know how to fix the Alphas in an external program, even though I know that 127, 127, 127 (gray) is the point of no deformation. I know it's annoying to say that, but unfortunately if I do not figure out a way to detail my characters inside 3D-Coat, I'm going to have to use another program for that. This makes me completely sad because I would like to do all my work within 3D-Coat because 3D-Coat is my main program. At the moment, unfortunately, I do not like to say this, but I have to agree with many other artists that I listen to that they use the competing program to detail their characters because they have the means to do so. The image bellow I'm trying to show the importance of MidValue to fix possibles problems with the alphas: I made this video to demonstrate to all of you why the MidValue function is essential and important. In the video, I show the difference of this function between ZBrush and 3D-Coat. Please watch and if you want to speed up the video so you do not get bored, just be aware of Midvalue values. In Video, in this example , when midvalue has a value of 0 in ZB it has the same result as FallOff of 3D-Coat with a high value, which results in the out-inflated surface. I already researched and I've done thousands of tests with the alphas to try to solve the MidValue problem and I could not. It knocks me down. Please, if anyone knows how to control Alpha MidValue within 3D-Coat, share it with everyone. Or point out a way to fix these alphas in an external program. Thank you for your attention and sorry for anything. I already sent emails to Andrew talking about Alpha's MidValue and whether there would be a possibility for users to have a similar function to control alpha. Please, if you agree with what I have said and demonstrated, send @Andrew Shpagin an email (support@3dcoat.com) asking for something similar to the midvalue function. This is very important.
  8. Hi, I've been using 3d Coat for about a year and a half. I've rendered this image in mental ray, all the props were modeled in 3d Coat.
  9. GogglesXL

    Plane Tool Local Point Not Working

    The Plane tool's Pick point & Direction (Local) mode is broken.. when selecting a surface (by right clicking the surface) to project the local direction, the local projection isnt aligned correctly to the surface, it rotates slightly making the tool useless to flatten surfaces or expand an already flat surface as it will slowly diverge from the initial local direction of the surface. if you hold right click and drag over a slanted surface that is 100% planar, you will see in the Tool Options Menu that the Normal cords will shift around, this indicates that the surface isnt Planar as the Normals are changing from one point on the flat surface to the next... this only happens when a surface isnt 100% XY or Z projected, ie - a boxes surface that is rotated. The only way to currently get an aligned projection to the surface is to change your brush to something like the clay brush, hover your brush over the flat surface and press the (*) button to align your camera to the surface, than pick the "Pick point & Forward Direction" option in the Tool Options Menu and right click the surface. in the first image i uploaded, you can see the red plane is sliced in half indicating that its not local to the surface, i got this result by turning a box and res+'ing it once. the second image is how the first image should look, and in this one i aligned my camera to the surface than right clicked with the "Pick point & Forward Direction" option. i cant think of any practical reason for the local mode not working so it must be a bug, this is the newest update and i dont know how this has gone undiscovered for this long but i hope it can be resolved.
  10. sdimaging

    Liquify/warp tool in paint room

    I know this is the wrong section, but the feature request was disabled for posting? I'm working on mapping some bread to low polly loaf shapes, I've been shooting photos of each side stitching together onto a 2d plane and then mapping orthogonal views to each side and then stamping (cloning) out seams, they look really good (SEE ATTACHED SCREENSHOT OF FINAL). I've been jumping back and forth between substance and 3DC bc technically for what I'm doing they pretty much do the same thing, BUT when I need to tweak alignments and such I have to jump to photoshop and liquify and then bring back in and I know substance has live layering and 3DC also does from projected views to use this a work around. Ultimately, it would be awesome to see a liquify toolset in 3DC and i would never use another program again! Affinity Photo has an even better live liquify capability and dozens of other photo softwares out there have the included toolset, so to think an added plugin to 3DC wouldn't be too unrealistic. With a UV set it could easily bring in the UV set to a separate window with the generated pixels from the specific layer selected (Merge all could be used to capture entire work area, or isolate a specific layer selected) and liquify tools to help adjust would be simply amazing and very functional. Smudge and other tools just deminish quality completely, but to have a functional less diminishing option similar to photoshop liquify would be magic! In addition, TRANSFORM would be amazing, to take a layer and transform it to move across the 3d plane on an object, scale, rotate, etc..would be equally as great.. If 3DC did nothing else between now and V5 that would be an amazing add on that would just be texture paradise in my opinion. I come from 15 years of retouching, and I may be bias, but ultimately textures are super important and to add a few essential retouching tools to the 3DC toolset would be a great overall improvement, and leave SP in the dust in my opinion. Now that Adobe has their future in their hands, it's not long before similar strides are probably met on that end. Ultimately, these may just not be able to work into the program, but in my head they seem to and I would love to know why they wouldn't if so. LASTLY, I know there is the TRANSFORM/COPY tool which isolates a selection to transform and copy again, which is nice and does come in handy, I am proposing a transform layer option in addition to that tool, which essentially you take the current layer and can rotate and transform live across the 3d plane, for example you paint a smily face with height and color so you have a bit of a raised smily face, you can then freely drag it rotate it scale it across the plane while still keeping that layer isolated and nothing changes except the UV coordinance. I know a work around and similar method would be a smart object with an alpha mask and then painting in, which is nice and works. But if I'm cloning small pieces and want to slide up or over or copy and move again and have these all isolated to layers individually, this is my goal and dilema. Thanks! I love 3DC and just want to keep making it more awesome. SD
  11. Rygaard

    16-bit alpha inside 3D-Coat ?

    Hey everyone, I wish I could use a 16-bit alpha in 3D-Coat. Before importing the 16bits alpha to 3D-Coat, I checked it and it really is 16 bits. Remembering that I saved this alpha in Tif format. So I created a cube of 500,000 polygons inside the Zbrush and exported the obj. I imported this cube into 3D-Coat. I used the same alpha in ZBrush and 3D-Coat. The result of this alpha in ZBrush is better than the result made within 3D-Coat as you can see in the image. Does importing the alpha (even if in tif) into 3D-Coat, will the program automatically convert the 16-bit alpha into 8-Bits? I can not understand this difference that is happening in the picture. I believe there is an error or bug happening in 3D-Coat when I right-click the alpha, a menu appears with options, when I choose "edit in Ext. Editor", I realize that the alpha is no longer 16 bits and yes 8 bits in the external editor. And when I choose the "Edit the 16-bit Tif" option a reading error occurs and instead of the alpha appears (no alpha) a dark square. I have already tested on Gimp 2.10.8, Krita 4.1.7, Photoshop CS2 and it always happens the same thing. Please, I would like to know what I could do to actually have a 16-bit alpha inside 3D-Coat? I'm attaching the cube and the alpha. Thank you alpha_and_cube500k.rar
  12. edaddio1

    Retopo editing issues

    I've been editing an existing retopo and saving my progress along the way. However, when I reopen the file, it is showing only the original version. My edits aren't shown until I use "delete edge" on it or click the retopo layer "hide" and "unhide" it. I'm not sure how to export my edited version. Any advice would be great, thanks
  13. ebitz

    STRIK by Brom

    This is a 3d rendering of Brom's concept artwork "Strik" for his card game "The Dark Ages". Modeled in 3D Coat and Blender. All Texturing was done in 3D Coat using smart materials. Some baking done in Blender and some in 3D Coat. Rendered using Cycles, and posed using Rigify addon (Nathan Vegdahl, Lucio Rossi, Ivan Cappiello) inside of Blender.