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Found 15 results

  1. Warning: This is not a 100% reliable, completely fault proof approach. In some circumstances, the "quadrangulation" on the re-imported mesh to modeling room from sculpt room will not be completely like the original, and some manual fixing might be necessary. I discovered this after some subsequent testing, models which've been bent a lot seem to not get their topology back 1:1. You have an object in your Modeling or Retopo workspace. It is retopo geometry, so quads or mostly quads. You want to bend it around a curve, but still preserve retopo geometry, so quads not triangulated. For example, you modeled a character belt "straight", you made curve cross-section of character waist, now you want to bend the poly model belt over character's waist. Workflow: 1. Modeling / Retopo Room Of object to bend, make sure longest side points in direction world up (default Y+), shortest side in direction X+ -> goto Sculpt Room 2. Space to bring up tools, select Import tool. Select Pick from Retopo to get your object from Modeling or Retopo room. - Make sure ✅ Import w/o Voxelization ✅ No subdivision more than what you had ✅ Sculpt Tree layer to import to is "S" as in Surface Mode 3. Create Curve you want to bend to. (For example, make Cut Slice over object and produce curve from that) With object to bend in Sculpt Tree as selected Sculpt Tree layer, RMB on Curve, choose "Bend volume" Observe model is bent along curve. Adjust parameters to taste. RMB curve again when satisfied, get the Bend Volume modifier's options, select "Detach Curve Modifier". By this point you should have your bent model, except it's tris. 4. RMB on the Sculpt Tree layer with your bent mesh (Default name: Curve_CurvedBend, name produced by the bend tool) Select Retopo via decimation For the dialog box select "Don't decimate" Observe you get your bent model, still tris, as a new occurrence of item under Poly Groups 5. Select all faces of the Poly Group Title bar menu : Mesh -> Apply Quadrangulation Your model should now be quad like the original, unbent retopo mesh. (Bonus) ABOUT GETTING UVs back I can not just yet speak to whether you can also get UVs from this process, since I haven't tested yet But you might be able to get the UVs if 1. You export the UNBENT object with correct options first, and then 2. With new occurrence of bent object, import UVs that you used for your original Or possibly if you 1. Unwrap the bent object 2. Copy-paste UVs of original, unbent object.
  2. 1. Can you improvement the corners of the Sculpt Bevel tool? Usually after doing a Sculpt Bevel, certain corners are ruined. - Not all corners are like that, but mostly... - Corners that bend outward - Corners that bend inward The point where these two corners meet forms a bad bevel. I attach an image here. The point where blue (inner corner) and red (outer corner) meet is distorted. Can you please improve it to get a little better result? 2. Can you create a curve by tracing the edge of the sculpting model? For simple corners, you can draw a curve yourself, but If there are many corners to beveled on, too much effort is required to create curves one by one. (Curve created using Freeze/Selection to curve) I tried to create a curve using Curve - Freeze/Selection to curve in the upper menu, but it is not created at the edge and the result is not good. I heard that @Andrew Shpagin recently developed an algorithm that finds edges by improving the Retopo algorithm. Can you use that technique to create this curve? Created using the edge of the Sculpt model Create a curve by finding an edge within the mask(freeze) area This looks especially cool when working with RGB Curvatures. You can create curves from only the outer corners or only the inner corners. This is a picture of painting the outer and inner corners using RGB Curvature. when this becomes possible - You can quickly create a curve. - You can quickly perform Bevel Sculpt with the created curve. - By placing additional models on the curve, you will be able to work with details such as frames. Here is the model file used to capture the image. (2021.76 version) Sculpt Bevel.3b
  3. I have this problem since the last version of 3D Coat, When I tried using the curves, most os the time they fail to stroke all the way around. Like the example below: I'm missing some settings? Or doing something wrong? Most od the time I just need to create loops (both painted or sculpted) this is the best way to do it? Cheers! Thank you!
  4. Hi, I have a bit of an issue with curves tool. I've created custom spline which is part o snake body, with different scales pattern on the front part and back part. Now, is there any way to apply this spline with just one aproach, without any weird bends and twists or am I forced to edit each curve point to make it right?
  5. Hi! Hey everyone... Could someone please confirm a possible error? My version of 3D-Coat is 4.8.18 and I tested it with the GL and DX. I'm trying to use the Curve Stroke in the Sculpt Room in conjunction with any brush (freeze, Clay or others brushes) and it's not working. The percentage of the calculation appears when the tool is applied and as a result nothing happens. Now, when I went to the Paint Room, I chose the Stroke Curve and it worked correctly. I did the same test on the previous version of 3D-Coat 4.7 and the Stroke Curve worked perfectly on the Sculpt Room and Paint Room. Does Curve Stroke in the latest version of 3D-Coat not working in Sculpt Room? Thank you for your attention.
  6. I was playing around with the different Splines for the Curve Tool. Now I can't seem to disable it. I want to use the Snake Tool without Splines but I keep getting the Spline. There doesn't seem to be a "Disable" button for those.
  7. I was playing around with the different Splines for the Curve Tool. Now I can't seem to disable it. I want to use the Snake Tool without Splines but I keep getting the Spline. There doesn't seem to be a "Disable" button for those.
  8. say i'm making a curve with standard profile and when i'm pretty happy with it i realize i want to use a profile. a cone for example but the cone is facing the wrong direction and going away from target instead of towards it is there a way to do revers the direction of the curve or the profile? thanx
  9. Hi all, very new to the program. I am looking to be able to chop my STL files up for 3D printing. I can do along straight axis lines with other programs, but am interested in using this program to possibly chop or dissect parts along either existing (perceived) curves or at least defining curves that I see along a path and using that to divide the source object any guidance and advice on how to do that? i am currently trying to use the chop tool but don't understand how to make it something other than a rectangular marquee selection tool Thanks!! --Jim--
  10. Hi everyone, I wanted to introduce myself to this very helpful community. I've been using 3D Coat for a while now, mostly to UV map hardbody models I've done in Cinema4D. My plan was to do low poly models, then use normals to add additional detail like grooves and panels. Initially I used Quixel's NDO for this, but it runs at a snail's pace on my machine and I simply can't work like that. Yesterday I had a closer look at 3DC's Paint Room and it seems to have a lot of the functionality that NDO and Photoshop would offer. However, for the life of me, I can't seem to get a brush stroke to follow a square or a closed spline path. All I get is a fill in the shape of the spline/rectangle. Mind you, I know about the Spline Paint Tool, but that doesn't offer the flexibility in terms of creating shapes (rounded rectangles, loading EPS files and the like) that the 'E' menu offers. There must be a way to do this. Can you help me find it? That'd be great. Thanks a lot in advance.
  11. I am using the pinch tool with the curve strokes setting. I use this setup often, and I'm seeing some strange behavior. I lay down a curve, press enter. The pinch happens on the back side of the model, not under the curve stroke. I have checked the e panel setting, turned off smooth back faces, turned on and off ignore back faces, still getting super odd results. Also turned on and off the Invert Tool checkbox... I am working with a 3d scan, multiple parts, in both voxel and surface mode. I thought this might have something to do with my issue, but if I use the pinch tool with any other "brush" e panel setting, it works fine. If I use the curve strokes in either voxel or surface- same problem... Seems like the curve strokes setting might be broken? Or maybe a setting I'm not familiar with? Thanks in advance! 4.5.28 (CUDA) (DX64) win 7 64
  12. Hi all, From the title you can probably guess what I'm up to here. I am finding pose tool to be amazing but a bit frustrating too. Say I have a cylinder and I want to bend it into a U. (there is a question already in the forum like this but it didn't really get solved IMO) I need: control over the area affected by the distortion, a type of hierarchy, to approximate how it would be in the real world. maintain volume of distorted section. Voxels are amazing! Just like the real world only without limitations. It does seem with some tools, this idea is forgotten. I would love the development team to consider this idea when creating tools... "If I had a piece of modeling clay in my hand, how would I shape it?" Is this not the philosophy of voxels in the first place? In the meantime I can use a curve to bend an imported object. So finally getting to my question... Can I draw a spline and create a curve from that?
  13. Do any tricks exist for transforming selected point groups of a curve (created with a Curve tool)? I had to alter my sculpture a bit, and now need to move this knot into a new position without touching the rest of the points. However, I can't figure out how. I don't want to type-in new point positions into Edit Points window - that would be too much of a guesswork and trial and error. There must be a simpler way of doing it.
  14. Is there a way to either: transform an entire curve object in the same way as other primitives before adding it as voxels/surface? -or- select and tranform multiple points in a curve at once? I was making a pair of shoes and wanted a typical 'bunny-ears' knot in the laces. I used the curve tool to make the knot and it worked well, but figuring this is something I'm likely to want to re-use, I made the generic knot in a seperate file and saved the curve. But now when I import the curve into the shoe scene there doesn't seem to be an easy way to resize and modify the curve to fit. Moving the individual points wouldn't be much easier than starting from scratch. Any thoughts?
  15. How do you reset the spline you've made using the Paint with Curves Tool?
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