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Showing results for tags 'holes'.
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For a while now, I'll dip my toes into 3d coat as it's a very powerful tool, but is without exaggeration, the most buggy piece of software I've ever used in my 20 years of using graphic software. The biggest gripe I have is when holes appear in the voxel mesh at random. And it's not fixable, you just have to start from your last save point. I'll try the software out every now and then to see if newer versions have fixed the bug but each time it's still there. Does anyone know if this issue has been fully addressed and fixed in the most current versions?
Hey everyone... In the old demo video of Raul Fernandez, he demonstrated about the Fill Holes tool in the Surface Mode Sculpt Room. Within the properties of this tool, there were two properties directly related to an opening of the mesh or hole in the mesh that were: SmoothContour , ExtrudeContour and Reduce Boundary. Currently, in the Fill Holes tool it seems that there are no longer these 3 properties. I would like to know where I can find these properties SmoothContour , ExtrudeContour and Reduce Boundary or are there other tools in Surface Mode that make these same functionalities? I forgot to ask about the Reduce Boundary property ... Where is this property located too? Thank you very much
Im sculpting in 3Dcoat, but my texturing needs to be done in Substance Painter. Heres a retopo of my fish. The gills are the main problem. The gills are three separate pieces of topology, that cause all sorts of trouble when baking When baking, Im left with this mess in the paint room. How Do I solve this? Is it perhaps possible to bake the fish, gills excluded? Then maybe bake the gills by themselves, then combine this UV-maps? Or any workflow tip to stop the holes? The gills themselves are not larger than the body, so I thought they wouldnt cut through and cause any issues
When running the Geometry menu and choosing close holes, the popup is aware of 50+ holes. I ask it to close them, some tiny holes that were not easy to spot such as single triangle become large, however, hole fill appears to have failed. Can I some how highlight the holes instead or cycle through them with camera aligning to the hole with previous and next buttons to navigate? As it is surface, the mesh have some areas that might be considered a hole but is not, eg window or door cavity with no thickness . Perhaps this causes the failure. I could manually repair actual holes if coat could show me where they are.