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Andrew Shpagin

V4.1 BETA (experimental 4.1.17D)

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I'm excited to try this axial symmetry. It should be great for making really detailed designs like sculptures on architecture.

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Radial Stamp in Zbrush is super slow. Maybe 3D-Coat programmers can create a faster Radial Stamp?

1. It must rotate each stamp on their own center-pivot when moving the mouse
2. It must "SHIFT horizontal snap" the rotation of each stamp on their own center-pivot to any 90° degrees it is closer to (if angle = 249 then snap to 270° ) when pressing SHIFT. Snap Angle should be configurable: like snap to every 45°, etc..
3. Each stamp must rotate as mouse is moved and stamps must be at 100% opacity, or radial fade per stamp if you feel like coding.

Edited by mercy

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Yep,fixed in C, I think I had 4.1.09 (not even a).

 

It's actually a bug and not fixed in 4.1.09c, I can't really pinpoint the cause but I would say it's related to autosave kicking in or iterative save in certain conditions. It's weird.

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Version 4.1.09c

Every Usage of the Curve Tool in Surface Mode creates a new Preset of the Curve Tool on the next startup.

Could anybody confirm that?

 

How to.

 

1. Start in Surface Mode

2. Make a curve with the Curve Tool

3. Apply

4. Close and restart 3d Coat and you see a new Preset from that curve

Edited by Malo
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Same with Merge Tool in Voxel Room and all tools that are involved with the Merge Tool like Clone and Cut&Clone

 

Am i the only one that notice that new behavior?

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Same with Merge Tool in Voxel Room and all tools that are involved with the Merge Tool like Clone and Cut&Clone

Am i the only one that notice that new behavior?

I can confirm this as well!

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hi there

i would like to know where Carlosan is getting the axial symmetry?

I'm with 4.1 v8c on OSX

thanks

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Anyone else seeing this. You can press 1 to see Relief Only. Pressing 7 should get you back to Low Smooth shade but for some reason I can't just hit 7, I have to click empty space first, then hit 7.  This is on a Surface mode model, not sure if that matters.

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I thought always the 6 key was for low smooth shading? Now I see... Nothing happen here too.

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I'm having a major problem with the retopo room in 4.1.09c. I'm only doing some tiny nails for a character's hand. A few polygons each. It not only won't break into uv islands right, it crashes 3D-Coat when trying to add seams/unwrap every time.

 

I've tried this three different times, in three different, simpler ways. Same problem:

 

post-36621-0-29560300-1404824505_thumb.p

 

post-36621-0-66259700-1404824520_thumb.p

 

Uvs attempted to be applied:

 

post-36621-0-66233400-1404824545_thumb.p

 

Only one pair of them looks remotely right. The checkerboard island breakdown on the model shows the others are all screwed:

 

post-36621-0-48267300-1404824599_thumb.p

 

Even floating the mouse around in the menu causes crashes:

 

post-36621-0-89124600-1404824638_thumb.p

 

Adding seams eventually crashes fully it:

 

post-36621-0-41386500-1404824664_thumb.p

 

post-36621-0-88989200-1404824677_thumb.p

 

Pretty crazy. I've retopoed similar tiny/thin pieces before without any issue on previous versions, like multiple buttons and rivets. I just tested again adding seams to another mesh and unwrapping and it worked fine.

 

Windows 8.1

AMD 6300 processor

ram 12 gb

Radeon 7700

Edited by pgson

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Try using the DX version, then go to MyDocs/3D Coat V4 and delete the "options.xml" file. That can sometimes get a little buggered up and cause bug-like issues.

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Same result. For a moment there, it seemed like it might be working better; 3D-Coat didn't crash, but the uvs were still screwed up. A second attempt at opening it and unwrapping caused it to immediately crash.

 

I was thinking maybe the reference mesh was the problem. But, it happens when I bring in just the retopoed mesh by itself.

Edited by pgson

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Try reinstalling 3D Coat?  Have you had any driver (particularly graphics driver) updates, lately?

Edited by alvordr

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Same result. For a moment there, it seemed like it might be working better; 3D-Coat didn't crash, but the uvs were still screwed up. A second attempt at opening it and unwrapping caused it to immediately crash.

 

I was thinking maybe the reference mesh was the problem. But, it happens when I bring in just the retopoed mesh by itself.

Use the MOVE VERTICES (should be Move Elements, because it moves edges, faces, loops and rings, too) to move some of the Verts around and see if you don't have some overlapping verts somewhere, that's wreaking havoc. Sounds like it might be that mesh. Another way to inspect it is to go to the Retopo Menu and choose "Select Faces" >

If you have overlapping verts or some stray verts, it will create a triangle or ngon. That tool will highlight any of those.

 

140485664460.jpg

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Try reinstalling 3D Coat?  Have you had any driver (particularly graphics driver) updates, lately?

 

No to both. Haven't had any issues with retopology prior to this. Thanks for the suggestion, though.

 

Use the MOVE VERTICES (should be Move Elements, because it moves edges, faces, loops and rings, too) to move some of the Verts around and see if you don't have some overlapping verts somewhere, that's wreaking havoc. Sounds like it might be that mesh. Another way to inspect it is to go to the Retopo Menu and choose "Select Faces" >

If you have overlapping verts or some stray verts, it will create a triangle or ngon. That tool will highlight any of those.

 

Thanks. I've sent you a pm with an obj of one of the tries at this. I've gone ahead, though, and taken the retopoed mesh into 3Ds Max to uv it. No issues there. In 3D-Coat, I was able to select the faces with no problems.

 

I am  thinking it might be due to the vertices being so close together, even if they aren't directly overlapping, as this is a tiny mesh with a very tiny edge to those nails, since they are fingernails, and it's that edge that's been the issue in adding seams. I know 3D-Coat (at least it used to) had issues with making really thin meshes. Maybe it's just having a hard time with that edge.

 

Edit: I should add, the mesh I sent doesn't have polygons for under the nail like my other tries did, which would be why I would need to add a seam to separate that portion. However, if you add a a seam anyway along the edge, the crash should eventually happen, and unwrapping the mesh, with or without seams, should still show the utter mess it becomes.

Edited by pgson

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Andrew Shpagin @AndrewShpagin  ·  7h

Support of general symmetry done for all rooms. Making final cleanup

------------------------------------------------------

I guess the development of Layers masks ala PS will be begin next. ^_^

 

For questions about, or to make suggestions for review, please be welcome to share or discuss them here.

thank you very much :)

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