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Andrew Shpagin

V4.1 BETA (experimental 4.1.17D)

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To get access to the "attaching files" option - make sure to use the full post editor "More reply options" at the bottom of the "Reply" section.

You can "Choose a file" and "Attach files". Load your screen capture with this option.

Greg Smith

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Just noticed that the complex checker in the UV-room is always flipped in V which is always annoying since many of my models now have flipped UV's..

It actually does not matter that much since Im painting inside 3D Coat but for house keepings sake I dont like them flipped.. :)

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bug in mac 13a, these are the steps.

• go to paint room - load a model

• select a projection image

• bug = you cant reduce the opacity below 100 % so you cant see your model

I reported this the other day.

http://3d-coat.com/m...iew.php?id=1054

Andrew has already fixed and re-uploaded 13A.

Thanks, Andrew. I didn't expect you to get to this so fast. So thanks again for the quick turnaround.

Btw, I encourage more Mac users to report bugs on Mantis. We often complain about the slower development of the OS X version of 3D-Coat vs. Windows, but I think if more of us get involved, Andrew will be more responsive to our issues.

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hello...

I have 256 GB Ram, and when I try to load a 50 millions polys scanned mesh, it says out of memory, which is ridiculous... any view on this HUGE problem... ?

h/

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Just posted some feature requests on Mantis, for the Retopo Room. Many of you have made similar requests in the past, so please drop by to add your "+1" and check "strongly support" so that everyone's vote can be measured in an official request. These additions would make the Retopo toolset in 3D Coat more refined and efficient, methinks. Some of the requests are as follows:

Hold SHIFT key with TRANSFORM TOOL to create new geometry on the fly. This has been a staple modeling tool in Max for years and Modo uses it in their Retopo tools. Great for closing ends of objects, like finger tips, eye sockets, nostrils, Mouth cavities...even creating bevels on the fly, with hard objects.

http://3d-coat.com/m...iew.php?id=1057

Hotkey Edge-Loops/Rings on the fly, by holding the SHIFT key (like you can when selecting UV seams). Plus Grow Edge-Loop/Ring using the Arrow keys...and Grow Selected (needs tool as well as hotkey) by using the + or - Keys on NUM PAD

http://3d-coat.com/m...iew.php?id=1058

Bridge Selected (Edges)

http://3d-coat.com/m...iew.php?id=1056

Relax Selected (Verts, Edges, Polys)

http://3d-coat.com/m...iew.php?id=1062

Shell Modifier/Tool

http://3d-coat.com/m...iew.php?id=1059

SNAP SELECTED (progressively with slider)

http://3d-coat.com/m...iew.php?id=1061

SOFT/GRADIENT SELECTION (to be used with Transform Tool)

http://3d-coat.com/m...iew.php?id=1060

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This has been bugging me for a while now and I'd like to know if the bake tool in the retopo room is supposed to work this way of if it's a bug.

1) Import high poly mesh as reference for retopologizing.

2) After creating low poly retopo, create more than on UV set.

3) Set up the baking scan settings.

4) Use "Retopo > Bake texture" to output a normal map (or displacement map).

Now my thinking is that the number of maps 3D Coat creates should be equal to the number of UV sets you have, correct? Except that isn't what happens. You end up with only one single map which has all of your different UV sets baked into it. Basically this map is unusable garbage data. Surely this can't be right?

I know there are a couple of ways around this issue, if it even is an issue, which require you to merge to the paint room first. It's a bit of a pain and not at all obvious though, which in turn can lead to a lot of frustration. It took me a long time to figure it all out when I first discovered this and I wrote it all down to make sure I don't forget how (again) in the future because of how much time it took to figure out. Definitely don't want to go though that again and neither should anyone else have to.

Soooo... your thoughts? I'd like to know what others have to say on this one.

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SNAP SELECTED (progressively with slider)

Such approaches will never work perfectly.

How snap works in 3dcoat? Snaps where? On vertices? On the normal of a face? On a face somehow? What will happen after subdividing the base cage mesh?

Such approaches make sense under a multi resolution editor. Where you can edit-resculpt the mesh, after shrinkwrapping a multi res mesh on your original voxel (or surface) sculpting.

This may explains why MV mode is still problematic.

Let's not try to re invent the wheel here. (MB, Zbrush, blender) (baking from multires)

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SNAP SELECTED (progressively with slider)

Such approaches will never work perfectly.

How snap works in 3dcoat? Snaps where? On vertices? On the normal of a face? On a face somehow? What will happen after subdividing the base cage mesh?

Such approaches make sense under a multi resolution editor. Where you can edit-resculpt the mesh, after shrinkwrapping a multi res mesh on your original voxel (or surface) sculpting.

This may explains why MV mode is still problematic.

Let's not try to re invent the wheel here. (MB, Zbrush, blender) (baking from multires)

It's in reference to snapping in the Retopo Room....not baking. In 3D Coat, snapping is pure brute force. There is currently no way to finesse it. There is no way to gradually pull vertices toward the underlying (Voxel) object. The best example I can think of, is to refer to a recent new tool in 3ds Max (for Retopo work), called the "Conform Tool." It's very similar to using the BRUSH tool in 3D Coat....but again, the difference is that Max gradually pulls the verts of the (low poly) mesh toward the object beneath. 3D Coat does it in a harsh, absolute fashion.

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Here is a video showing the Dot Loop/Ring (select every other Loop/Ring) function I've asked for a dozen times. In about 3 clicks total a user can select half the edgloops in a model and then delete them for super fast poly reduction. Very much needed for cleaning up Auto Retop work.

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I tried to bake to microverts in order to export a proper displacement yesterday - a difference between the voxel model and the low-poly mesh (not painted depth information, or at least not only). I was following this tutorial:

The attached image shows what I got as a result. I tried many times with different settings, but all I got in each try were just slight variations of this abomination.

Are microverts broken in B13B?

post-12523-0-33680200-1364122882_thumb.j

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It's in reference to snapping in the Retopo Room....not baking. In 3D Coat, snapping is pure brute force. There is currently no way to finesse it. There is no way to gradually pull vertices toward the underlying (Voxel) object. The best example I can think of, is to refer to a recent new tool in 3ds Max (for Retopo work), called the "Conform Tool." It's very similar to using the BRUSH tool in 3D Coat....but again, the difference is that Max gradually pulls the verts of the (low poly) mesh toward the object beneath. 3D Coat does it in a harsh, absolute fashion.

Thanks Abn. Interesting.

Actually, blender offers two snapping modes. A typical snapping to (obviously we will select faces snapping). A second involving shrinkwrap modifier. This behaves similarly to 3dcoat.

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Hello, 3dCoad devs.

I downloaded 3dCoat Linux [bETA12B] and set my license key of 3.7.

Everything works ok but i found some issues:

- External 2d editor cannot be overridden. It's always photoshop.exe. And I cannot set my own editor's path.

- Shaders are not loaded in the Voxel mode. There are no shaders in the list at all.

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Most impressed with version 13A (Linux), very few problems with the sculpting tools, great work Andrew.

I have a problem with the UV texture space though, if you could add a method of highlighting (painting) areas of the model so that when you do a UV unwrap you would get more texture space allocated in those areas, in a similar manner as you can when you autopo and have the option to paint areas you want to increase the generated mesh density. This would save a lot of time manually reordering the UV's.

Also I noticed that when I got into the painting stage after Retopoing, UVing and merging (MV), that the saved file size shot through the roof from 200mb to 1.6Gb, what is the reason for this?

All in all though, it was a good experience and the feeling of throwing something through the window has completely gone,

again, good work Andrew.

T.

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Thank you. Seems very nice so far.

Good to hear. If you do happen to hit any issues, you know where to let us know. :)

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A great change, thanks Andrew! I'll test it asap.

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The BUG in the Retopo room which causes some of the models retopoed vertices to be displaced far from their original positions when Tweaking or Brushing the models UV's is still there, this bug causes a huge headache because if you don't spot the distorted mesh early then you will end up with a messed up retopo mesh which takes quite a while to repair.

Andrew, you have got to fix this as its very destructive.

T.

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The BUG in the Retopo room which causes some of the models retopoed vertices to be displaced far from their original positions when Tweaking or Brushing the models UV's is still there, this bug causes a huge headache because if you don't spot the distorted mesh early then you will end up with a messed up retopo mesh which takes quite a while to repair.

Andrew, you have got to fix this as its very destructive.

T.

I will be happy to fix. Just need some steps to reproduce if possible. Better if mantis will be used.

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I will be happy to fix. Just need some steps to reproduce if possible. Better if mantis will be used.

Retopo presets still don't work. Try selecting the QUADS tool, then either Direct or Parallel, save a preset...do the same for each other QUAD tool options and notice that nothing changes.

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I will be happy to fix. Just need some steps to reproduce if possible. Better if mantis will be used.

I have already reported this in Mantis last year, I even sent you a video which you downloaded, I cannot get into Mantis now, I don't know why, it says that I might have been blocked, can you unlock it for me so I can report my issues.

Anyway, steps to reproduce:

Create a sculpt

go to retopo room and create a retopo mesh for it

create your UV set for it.

Now, start manipulating the UV points, edges and faces with the Tweak or Brush tools, it may take a while, but eventually when you take a look at your retopo mesh you will find that some of the points have been moved to other locations on your retopo mesh.

If you don't fix these as they are produced then the retopo mesh may be so messed up that you cannot fix it without a lot of work.

T.

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