Advanced Member Aleksey Posted August 21, 2014 Advanced Member Report Share Posted August 21, 2014 so no one else is having symmetry issues while uv mapping? i tried making a new mesh from voxels and still same issue while in retopo room. the other side doesn't loop Link to comment Share on other sites More sharing options...
Carlosan Posted August 21, 2014 Report Share Posted August 21, 2014 retopo menu > virtual mirror mode is on or off ? Link to comment Share on other sites More sharing options...
Contributor Malo Posted August 21, 2014 Contributor Report Share Posted August 21, 2014 (edited) Loop cuts in 4.1.11A works as it should. No problems there. 4.12 not testet, build seems to buggy now. Is your model ok? No failure in topology or something else? Would you share your spider with us for testing? Edited August 21, 2014 by Malo Link to comment Share on other sites More sharing options...
Advanced Member Aleksey Posted August 22, 2014 Advanced Member Report Share Posted August 22, 2014 (edited) here is the spider model: https://copy.com/opsVXeEEfyiggnBs i had the same problem with 4.1.10B and 4.1.11a. virtual symmetry in retopo room was off. i turned it on, no visible effect on imported obj. as mentioned, i made a new model from voxels, retopo on it and i still have the same problem so i guess i'll just use 4.0 for uv unwrapping for the time being... Edited August 22, 2014 by Aleksey Link to comment Share on other sites More sharing options...
Contributor Malo Posted August 22, 2014 Contributor Report Share Posted August 22, 2014 I see your problem now. Seems there is a little Bug in the Mark Seams Tool. If you use Mark Seams with holding SHIFT the Loop wont gets mirrored. If you use Edge Loop, the loop gets mirrored. I would prefer you use the Edge Loop Tool until the Bug is fixed. 2 Link to comment Share on other sites More sharing options...
Carlosan Posted August 22, 2014 Report Share Posted August 22, 2014 reported ty ! 0001585: If you use Mark Seams with holding SHIFT the Loop wont gets mirrored 2 Link to comment Share on other sites More sharing options...
Advanced Member Aleksey Posted August 22, 2014 Advanced Member Report Share Posted August 22, 2014 ok thanks guys Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted August 23, 2014 Author Report Share Posted August 23, 2014 4.1.13 - New retopo tool - scale. It scales clusters individually. Bewel, select sharp edges got better dialog and realtime preview. - Fixed a lot of problems related to symmetry. Clone with symmetry problem solved. Seams & symetry problem fixed. - Fixed problem of "Simple" triangulation, compatibility presets tweaked. I still need help in 3D-Max compatibility. - Better support of highpoly meshes import via File->Import for vertex painting. It works faster and requires less memory. - Import images as mesh supports tiff-s 4 Link to comment Share on other sites More sharing options...
PolyHertz Posted August 23, 2014 Report Share Posted August 23, 2014 Looks like the symmetry issue with non-symmetrical UVs I posted about two pages back (here) has been improved, but not quite fixed yet. Using the same example mesh and a soft brush you can see noticeable seams around the eye geometry: Link to comment Share on other sites More sharing options...
Javis Posted August 23, 2014 Report Share Posted August 23, 2014 Thanks Andrew! I'll give it a try. Link to comment Share on other sites More sharing options...
philnolan3d Posted August 23, 2014 Report Share Posted August 23, 2014 Thanks for the update! Link to comment Share on other sites More sharing options...
PolyHertz Posted August 24, 2014 Report Share Posted August 24, 2014 just fyi, It looks like the blend mode fixes from 4.1.11 didn't carry over to "Textures > Import > Layers Color", as it still doesn't support Subtract blend mode. Link to comment Share on other sites More sharing options...
Contributor artman Posted August 24, 2014 Contributor Report Share Posted August 24, 2014 Big Thanx for fixes!! Link to comment Share on other sites More sharing options...
Carlosan Posted August 24, 2014 Report Share Posted August 24, 2014 I see your problem now. Seems there is a little Bug in the Mark Seams Tool. If you use Mark Seams with holding SHIFT the Loop wont gets mirrored. If you use Edge Loop, the loop gets mirrored. I would prefer you use the Edge Loop Tool until the Bug is fixed. 0003913)Andrew (administrator) 2014-08-24 08:59 Fixed in 4.1.13 1 Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted August 24, 2014 Contributor Report Share Posted August 24, 2014 Andrew, could you please look into this? 0001588: Merge to PPP with locked normals completely breaks vertex normals http://3d-coat.com/mantis/view.php?id=1588 Link to comment Share on other sites More sharing options...
Member Onkelpoe Posted August 25, 2014 Member Report Share Posted August 25, 2014 (edited) Import a heightmap (tiff/png) crashes the new beta. the old (.11) was able to at least open a png (even if "terraced" instead of smooth). the new beta (.12) crashes on Tiff and PNG now... I tried "new scene from Image-Data" (sorry, got german version, dont know if this wil lbe exactly the name of it in english) kind regards Edited August 25, 2014 by Onkelpoe Link to comment Share on other sites More sharing options...
Contributor BeatKitano Posted August 25, 2014 Contributor Report Share Posted August 25, 2014 Andrew did you modify the smoothing algorithm in surface mode in 4.1.13 ? Link to comment Share on other sites More sharing options...
Member tomtm Posted August 26, 2014 Member Report Share Posted August 26, 2014 (edited) Hi, I guess, View All is broken. if I press shift+A, it's nevery centered. Can somebody reproduce it? At least in the Voxel-Room Edited August 26, 2014 by tomtm Link to comment Share on other sites More sharing options...
philnolan3d Posted August 26, 2014 Report Share Posted August 26, 2014 Hi, I guess, View All is broken. if I press shift+A, it's nevery centered. Can somebody reproduce it? At least in the Voxel-Room Shif+A centers the camera for me but it's zoomed in very close so you can't see everything. Link to comment Share on other sites More sharing options...
Carlosan Posted August 26, 2014 Report Share Posted August 26, 2014 "Frame" frames areas that are unrelated to selected layer Link to comment Share on other sites More sharing options...
Advanced Member wilson66 Posted August 26, 2014 Advanced Member Report Share Posted August 26, 2014 (edited) I really like the retopology tools in 3DCoat, it would be nice if you could use the Split Rings tool in the following fashion though: Right now, the tool can't split the edges (triangles created with the Cap tool) in the fashion illustrated above. You would need to do this manually using the Add/Split tool. Edited August 26, 2014 by wilson66 1 Link to comment Share on other sites More sharing options...
Advanced Member alvordr Posted August 26, 2014 Advanced Member Report Share Posted August 26, 2014 I really like the retopology tools in 3DCoat, it would be nice if you could use the Split Rings tool in the following fashion though: Right now, the tool can't split the edges (triangles created with the Cap tool) in the fashion illustrated above. You would need to do this manually using the Add/Split tool. You can. Simply hold Ctrl while in Points/Faces Mode and it will draw the loop. Let go to commit. Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted August 26, 2014 Reputable Contributor Report Share Posted August 26, 2014 You can. Simply hold Ctrl while in Points/Faces Mode and it will draw the loop. Let go to commit. Not on triangles. It works on quads....sort of like having SPLIT RINGS on a stick key. Didn't realize it did that...so nice tip, though. Wasn't in the tooltip. But it should be. However, to address the issue, the solution I always use is SLIDE EDGES while holding the CTRL key down. It will slide the chosen loop where you want to place it. Before I do that, I usually place an extra loop or two in that area as an anchor, and the other to slide in to place. 3ds Max is the same way. Great loop editing tools, but it won't add a loop where you have triangles. Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted August 26, 2014 Reputable Contributor Report Share Posted August 26, 2014 Some of these kinds of tricks are mentioned here: Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted August 26, 2014 Reputable Contributor Report Share Posted August 26, 2014 Actually, I think it's address in this one: Link to comment Share on other sites More sharing options...
Advanced Member alvordr Posted August 26, 2014 Advanced Member Report Share Posted August 26, 2014 Not on triangles. It works on quads....sort of like having SPLIT RINGS on a stick key. Didn't realize it did that...so nice tip, though. Wasn't in the tooltip. But it should be. However, to address the issue, the solution I always use is SLIDE EDGES while holding the CTRL key down. It will slide the chosen loop where you want to place it. Before I do that, I usually place an extra loop or two in that area as an anchor, and the other to slide in to place. 3ds Max is the same way. Great loop editing tools, but it won't add a loop where you have triangles. That's true. Tri's cause a stop, but that's why I've gotten used to modeling the overall retopo with major forms first...then cut loops where I need extras. Otherwise, I'm asking for a painful retopo session. I use the tri's only when necessary and try to avoid them at all costs. Link to comment Share on other sites More sharing options...
Javis Posted August 27, 2014 Report Share Posted August 27, 2014 If you bevel the edge that is nearby, it would achieve the same goal. Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted August 27, 2014 Reputable Contributor Report Share Posted August 27, 2014 If you bevel the edge that is nearby, it would achieve the same goal. That's a good tip. Thanks. Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted August 27, 2014 Reputable Contributor Report Share Posted August 27, 2014 I wish Andrew would add the SHIFT + Drag = Extruded poly's when using the TRANSFORM tool, request. It would make work on end caps much easier....rather than having to go back and split rings, slide edge loops or bevel edges. It would let you add this on the fly. http://3d-coat.com/mantis/view.php?id=1057 Video explaining the issue: http://www.screencast.com/t/och6mYqPdAci 1 Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted August 27, 2014 Reputable Contributor Report Share Posted August 27, 2014 You can vote on Trello for that feature and a few others related to it, by the way. SHIFT + Drag to Extrude new Edges https://trello.com/c/wfkXEDeg Hotkey Edge Loop/Ring Selection & Dot Loop/Ring https://trello.com/c/DdlvWR2X The reason I think Edge/EdgeLoop/EdgeRing selection should be more efficient this way, is largely to facilitate cleanup of Auto-Retopo meshes. You often end up with an excessive amount of edgeloops, because the tool tries to make the distribution even across the model. That's not the desired result for Game models or for models that will be rigged/deformed during animations. Shell Modifier/Tool https://trello.com/c/LbUl7Wn9 Soft (Gradient) Selection: https://trello.com/c/tgM20Zvs Link to comment Share on other sites More sharing options...
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