Advanced Member wilson66 Posted February 9, 2016 Advanced Member Report Share Posted February 9, 2016 (edited) Manual retopology is still not really usable for me. Vertices keep snapping to objects that are hidden, in space somewhere far away from the only visible object they are supposed to snap to. View also rotates around those points (rotate around last draw point) which makes navigating difficult sometimes. Makes no sense at all, retopology of certain overlapping objects is absolutely impossible this way. I need to do this in Modo instead. Would be really nice if the retopology tools could actually ignore all objects that are hidden from view. Edited February 9, 2016 by wilson66 Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted February 11, 2016 Reputable Contributor Report Share Posted February 11, 2016 (edited) Again I will request a update to the Texture Baking tool to PBR Standards... Users are still using it to bake textures to other models.. Link to a thread, though he does not mention PBR but I would have imagined he used the PBR workflow... http://3dcoat.com/forum/index.php?showtopic=18918#entry131545 Edited February 11, 2016 by digman 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member wilson66 Posted February 11, 2016 Advanced Member Report Share Posted February 11, 2016 (edited) Smoothing a layer in paint room (textures -> adjust -> smooth current layer) produces strange lines artifacts: Lines do not follow any UV seams. Same thing happens when exporting all layers to external editor (Photoshop), smoothing the layer there, and saving. When the layer is reloaded in 3DCoat, the lines artifacts appear. When I smooth the layer manually, save, close the file, and re-open it, the lines also appear. Very, very bad. Edited February 11, 2016 by wilson66 Quote Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted February 13, 2016 Contributor Report Share Posted February 13, 2016 Wilson , this happens all the time? I try to replicate but so far i cant. Quote Link to comment Share on other sites More sharing options...
Advanced Member wilson66 Posted February 24, 2016 Advanced Member Report Share Posted February 24, 2016 Did I miss something? There hasn't been an update for a long time, and noone is posting anymore? Quote Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted February 24, 2016 Contributor Report Share Posted February 24, 2016 Methinks everyone is beavering away at version 5. Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted February 24, 2016 Reputable Contributor Report Share Posted February 24, 2016 I saw at Mantis that Andrew was fixing a bug and assigning it as fixed for 4.5.29 so one must be in the works... 1 Quote Link to comment Share on other sites More sharing options...
PolyHertz Posted February 24, 2016 Report Share Posted February 24, 2016 Someone said in another thread that PBR was going to get some sort of update, anyone know anything about that? 3DC could really use a nice SSS shader. Updated transparency would be really great too (would be nice to see hair and such without all sorts of sorting issues). Quote Link to comment Share on other sites More sharing options...
PolyHertz Posted February 24, 2016 Report Share Posted February 24, 2016 Also, when was the last time the UV room got any real updates? The tools are pretty good overall, but there's definitely a lot that could be improved. I'd especially like to see the packing system get updated so it's comparable to more recent software like IPackThat. Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted February 25, 2016 Reputable Contributor Report Share Posted February 25, 2016 I really hope he is working on the brush alpha issue Digman and I addressed on here, recently. It's a very serious and long-standing problem. I want 3D Coat to use the exact brush alpha I store in the pallet....not some crude, low res version of it. 1 Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted February 25, 2016 Reputable Contributor Report Share Posted February 25, 2016 ....that and perhaps consolidation the mesh structures in 3D Coat. No more Retopo Meshes and Paint Room meshes. Just one unified mesh. If it has a UV map, it can be painted in the Paint workspace. What used to be/is a Retopo mesh would be the same mesh that is painted on in the Paint Workspace. If you need to subdivide the model or make some modeling edits, no need to export and import, then export and import again, just to resume painting. 5 Quote Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted February 25, 2016 Contributor Report Share Posted February 25, 2016 +100000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 On what just Don wrote. Quote Link to comment Share on other sites More sharing options...
Advanced Member b33nine Posted February 26, 2016 Advanced Member Report Share Posted February 26, 2016 ....that and perhaps consolidation the mesh structures in 3D Coat. No more Retopo Meshes and Paint Room meshes. Just one unified mesh. If it has a UV map, it can be painted in the Paint workspace. What used to be/is a Retopo mesh would be the same mesh that is painted on in the Paint Workspace. If you need to subdivide the model or make some modeling edits, no need to export and import, then export and import again, just to resume painting. Man that would be awesome. And a way to preserve UV's while you make those edits too please. Quote Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted February 27, 2016 Contributor Report Share Posted February 27, 2016 (edited) I selected polygons from the upper part of one retopo group and cloned them to a new group. Then I hid the original group and began working with the clone. After some time, I revealed the original group and I encountered it at the following state: Most of the polygons I cloned have disappeared. --- I lost another retopo group. I have a reason to believe that it is caused by symmetry. This time I was prepared for this and kept a backup in a form of an exported .obj file. Edited February 27, 2016 by ajz3d Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted February 27, 2016 Reputable Contributor Report Share Posted February 27, 2016 @ajz3d. Yep I think you have found a bug... The same thing happens if you have a few retopo object layers and you delete them, The remaining retopo object layer has missing polygons.. I found out about this just the other day when I was testing the autopo and had some retopo object layers that were part of the test but I no longer needed them. The only way to avoid getting the missing polygons was to create another uv set and move all the other retopo object layers to that uv set... This is a critical bug and needs fixing asap... 1 Quote Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted February 27, 2016 Contributor Report Share Posted February 27, 2016 (edited) @ajz3d. Yep I think you have found a bug... The same thing happens if you have a few retopo object layers and you delete them, The remaining retopo object layer has missing polygons.. I found out about this just the other day when I was testing the autopo and had some retopo object layers that were part of the test but I no longer needed them. The only way to avoid getting the missing polygons was to create another uv set and move all the other retopo object layers to that uv set... This is a critical bug and needs fixing asap... Thanks for confirming it, Digman. Damn, this is one nasty bug, and I'm still unsure how to reproduce it. What I'm fairly sure of though is that I did not remove any retopo groups before the bug hit me for the first time, though I might be mistaken because I didn't really pay too much attention. My workflow (for the current challenge) is to retopo a base object (a sculpt), occasionally use built-in simple subdivision to generate a denser mesh, clone this and that to a new retopo group, hide the original group, work with the clone and frequently test its subdivision in the sculpt room by importing a mesh from retopo room via Pick From Retopo button. --- Dig, I just noticed that your current reputation is equal to 666. Repent your sins, brother! Edited February 27, 2016 by ajz3d Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted February 28, 2016 Reputable Contributor Report Share Posted February 28, 2016 (edited) Dig, I just noticed that your current reputation is equal to 666. Repent your sins, brother! Yes, all my answers to the questions at the forum have subliminal messages in them, just like the Beatles 1969 album "Abby Road" Edited February 28, 2016 by digman 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member Marc Wakefield Posted February 28, 2016 Advanced Member Report Share Posted February 28, 2016 Evening all! The one thing I would absolutely love is for the sculpt object to be visible in the tweak room. It would be so useful. Quote Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted February 28, 2016 Contributor Report Share Posted February 28, 2016 Evening all! The one thing I would absolutely love is for the sculpt object to be visible in the tweak room. It would be so useful. Marc, I heard rumours that the tweak room is scheduled for future removal. Quote Link to comment Share on other sites More sharing options...
Advanced Member Marc Wakefield Posted February 29, 2016 Advanced Member Report Share Posted February 29, 2016 Marc, I heard rumours that the tweak room is scheduled for future removal. Noooooooo! :-(Are there any plans for an alternative? It is a really useful room for low making tweaks to low poly objects for baking purposes. Sometimes, you don't want everything to conform to what is in the sculpt room. Your awesome script did help with part of this but this is like the final piece of the puzzle. Does anyone else use the tweak room? Quote Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted February 29, 2016 Contributor Report Share Posted February 29, 2016 I use it a lot too. Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted February 29, 2016 Reputable Contributor Report Share Posted February 29, 2016 Noooooooo! :-( Are there any plans for an alternative? It is a really useful room for low making tweaks to low poly objects for baking purposes. Sometimes, you don't want everything to conform to what is in the sculpt room. Your awesome script did help with part of this but this is like the final piece of the puzzle. Does anyone else use the tweak room? Actually, most of the functionality already exists in the Retopo workspace...except for some of the sculpt tools. The Brush tool (with Auto Snap turned off) in the Retopo Room works just the MOVE brush. What I suggested to Andrew in a conference call, is to consolidate the mesh structures of the Paint and Retopo workspaces, so regardless of which of those workspaces you use, it's all the same mesh. That would allow Andrew to remove the UV tools from the Retopo room....that way the UV room is the place to do all UV's, period. I asked him to add Soft Selection (which is in the Tweak Room) and to add the Surface mode brushes. That would remove 2 tabs/workspaces and the app works more like what a new user would expect. I hope he is currently working on consolidation, but don't know 1 Quote Link to comment Share on other sites More sharing options...
Contributor artman Posted February 29, 2016 Contributor Report Share Posted February 29, 2016 I hope he is currently working on consolidation, but don't know Refactoring the whole app is a pretty huge task...I'm not sure its finished. Quote Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted February 29, 2016 Contributor Report Share Posted February 29, 2016 So everything is going to the better side of things , that good. Quote Link to comment Share on other sites More sharing options...
Advanced Member Marc Wakefield Posted February 29, 2016 Advanced Member Report Share Posted February 29, 2016 Actually, most of the functionality already exists in the Retopo workspace...except for some of the sculpt tools. The Brush tool (with Auto Snap turned off) in the Retopo Room works just the MOVE brush. What I suggested to Andrew in a conference call, is to consolidate the mesh structures of the Paint and Retopo workspaces, so regardless of which of those workspaces you use, it's all the same mesh. That would allow Andrew to remove the UV tools from the Retopo room....that way the UV room is the place to do all UV's, period. I asked him to add Soft Selection (which is in the Tweak Room) and to add the Surface mode brushes. That would remove 2 tabs/workspaces and the app works more like what a new user would expect. I hope he is currently working on consolidation, but don't know That sounds pretty good actually and it makes a lot of sense. 3d Coat can be a complex beast but it is still faster than zbrush for baking from 3d scan data and adding normal maps to individual portions of a low poly mesh. Quote Link to comment Share on other sites More sharing options...
Advanced Member Marc Wakefield Posted February 29, 2016 Advanced Member Report Share Posted February 29, 2016 I am pretty excited to see the next beta. :-) Quote Link to comment Share on other sites More sharing options...
Contributor artman Posted March 1, 2016 Contributor Report Share Posted March 1, 2016 Does anyone experience crashes when loading camera position files? Quote Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted March 1, 2016 Author Report Share Posted March 1, 2016 4.5.29 [beta] - Shading using PBR was essentially changed. Now GGX lighting natively supported. What does it actually means - 1) Almost all voxel sculpting shaders are PBR compatible now. Each shader has rich set of parameters, including different textures, sss, gloss, metalness, cavity and bulge settings. Very good support of cavity and bulge is present in realime. 2) All PBR shaders effects (except pseudo SSS effect) are exactly baked into paint room. 3) PicMat-s are also present but it is not guaraneed that they will be baked correctly, so use them only on intermediate stage. 4) GGX exact support means compatibility with most of current engines and renders. 5) Painting over mesh is "as is" without modulation on background shader color. But painting over layer 0 is disabled for voxels/surface. - Factures included in this build (DX only). It is essentially beta stuff, so it is just for review. Factures are addional covering over the voxel/surface objects. We take tiled texture and mix it with random pieces seamlessly. It allows to cover meshes with tiled textures without tiling. Also it allows to texture objects without UV-s at all. It is very important for landscapes. It was developed long time ago, but now we decided to expose it as beta tool. To use factures go to Paint room, open Windows->Popups->Factures and select facture. Now paint over object. Textue will be modulated by selecteed color. SEVERAL DRAWBACKS: - Old shaders are disabled because shaders system was completely re-made. - Old panoramas are disabled, you will need to add them as HDR or EXR files from scratch. 3 Quote Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted March 1, 2016 Contributor Report Share Posted March 1, 2016 (edited) New shaders look awesome! Nice work Andrew. I have only one problem - I cannot find the contrast icon that is supposed to be located somewhere in the top right area of the screen. This is a screenshot from 3D-Coat using factory settings. As you can see there is no such button in this location. --- Cool! We can toggle between coloured and greyscale panorama versions. This will come in handy. Edited March 1, 2016 by ajz3d Quote Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted March 1, 2016 Author Report Share Posted March 1, 2016 Oh, I fiorgot to include texture - it is most left sun icon in navi bar. 1 Quote Link to comment Share on other sites More sharing options...
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