Applink Developer haikalle Posted December 22, 2018 Applink Developer Share Posted December 22, 2018 Undo works here just fine. I agree all points you make and I hope Andrew has time to read this too. I have also wondered why 3d-coat leave layers when you start new project. It seams to be a bug. Link to comment Share on other sites More sharing options...
Advanced Member Mystical Posted December 23, 2018 Advanced Member Share Posted December 23, 2018 6 hours ago, haikalle said: Undo works here just fine. I agree all points you make and I hope Andrew has time to read this too. I have also wondered why 3d-coat leave layers when you start new project. It seams to be a bug. Yeah undo function is not working for me in 29. I am on a windows 10 pc with the latest update 1809. I've restarted the pc and reopened the program but it still does not work. To repro for me: 1) Open 3D-Coat 4.8.29 DX64 2) Choose per pixel painting and choose the default sphere 3) In the paint room paint on the sphere (color/normal map detail etc) 4) Attempt to undo the paint applied Results: Undo function does not work, user unable to undo changes. Link to comment Share on other sites More sharing options...
Carlosan Posted December 23, 2018 Share Posted December 23, 2018 Try deleting options.xml on ...\user\Documents\3D-CoatV48 Hope it help Link to comment Share on other sites More sharing options...
Advanced Member Dmitry Bedrik Posted December 23, 2018 Advanced Member Share Posted December 23, 2018 Try to fix bugs since 4.8.25. Hope this helps. Link to comment Share on other sites More sharing options...
Advanced Member Mystical Posted December 23, 2018 Advanced Member Share Posted December 23, 2018 (edited) 26 minutes ago, Carlosan said: Try deleting options.xml on ...\user\Documents\3D-CoatV48 Hope it help I deleted the options.xml and undo function does still not work for me. I confirmed it did create a new xml file as well. EDIT: Selecting undo in the menu does not do anything no matter how many times I press it. However if I press ctrl+Z hotkey a second time it then undos correctly. Not sure why I need to press ctrl+Z 2 times in a row each time I want to undo something though. Edited December 23, 2018 by Mystical Link to comment Share on other sites More sharing options...
Applink Developer haikalle Posted December 23, 2018 Applink Developer Share Posted December 23, 2018 4 hours ago, Mystical said: Yeah undo function is not working for me in 29. I am on a windows 10 pc with the latest update 1809. I've restarted the pc and reopened the program but it still does not work. To repro for me: 1) Open 3D-Coat 4.8.29 DX64 2) Choose per pixel painting and choose the default sphere 3) In the paint room paint on the sphere (color/normal map detail etc) 4) Attempt to undo the paint applied Results: Undo function does not work, user unable to undo changes. Bug confirmed. 1 Link to comment Share on other sites More sharing options...
Advanced Member Dmitry Bedrik Posted December 23, 2018 Advanced Member Share Posted December 23, 2018 4 hours ago, haikalle said: Bug confirmed. What about the inoperative ignoring of the backfacing with the freezing tool, as well as Clear Clay tool? I am writing a third time about this and no reaction. Link to comment Share on other sites More sharing options...
Carlosan Posted December 23, 2018 Share Posted December 23, 2018 All bugs confirmed and reported, but let me clarify something. Dev team is working over unified brush engine, so not much changes there, mostly urgent stability/usability needs. This means that they will not be doing patches of every bug reported, only the urgent ones will be solved. Unify the brush engine will probably modify the base code adding new bugs that will add to the previous ones. After the integration it will surely be necessary a stage of testing and cleaning the code to achieve a stable version. 3 Link to comment Share on other sites More sharing options...
Advanced Member druh0o Posted December 23, 2018 Advanced Member Share Posted December 23, 2018 What's the unified brush engine? Is it needed for sculpt layers? Will it affect the brushes in the Paint room? Just curious. Link to comment Share on other sites More sharing options...
Advanced Member Vexod14 Posted December 23, 2018 Advanced Member Share Posted December 23, 2018 I'm curious aswell, especially if it's about the Paint room =) Link to comment Share on other sites More sharing options...
Carlosan Posted December 24, 2018 Share Posted December 24, 2018 Andrew Shpagin said: Hi! I want to replace all brushes with one unified brush that may be customized to any other brush. At first, it is related to surface mode sculpt, but very probably I will apply that principles to paint room as well. 1 Link to comment Share on other sites More sharing options...
Advanced Member tokikake Posted December 24, 2018 Advanced Member Share Posted December 24, 2018 So it seems, PaintStorm style of 3Dcoat? I am interesting, but at same time, I can not suppose how it work at current,,And I have no complain about current varieties of 3d coat brush. Maybe texture , alpha, , and some stroke modes (mix of pressure, and dot) can be set in "Brush Options" panel as one unified brush options? Link to comment Share on other sites More sharing options...
Contributor Rygaard Posted December 25, 2018 Contributor Share Posted December 25, 2018 4 hours ago, Carlosan said: Hi! I want to replace all brushes with one unified brush that may be customized to any other brush. At first, it is related to surface mode sculpt, but very probably I will apply that principles to paint room as well. I was very confused by this unified brush... After a long time doing several tests, I was able to understand a little better about the properties that influence the behavior of the brush so that I could create my own brushes inside the 3D-Coat. When I began to sculpt 3D-Coat, by default, the 3D-Coat brushes did not have the behavior I would expect and I would like the brushes to behave on the surface of the mesh. I confess that I was very disappointed and frustrated in 3D-Coat since I came from ZBrush and I could not sculpt the same way I did in ZBrush in 3D-Coat. Being very sincere, it was a huge difference to sculpt and perform detailing on ZBrush. Currently, there is still a difference between 3D-Coat and ZBrush and to be honest that difference has greatly diminished. Could you tell me exactly what this unified system of brushes would look like? I was a bit worried about my brushes (Presets) ...I quickly saw what PaintStorm and Krita can do in the system of brushes. If it's something like that, I think it's a good thing to have full control of the brushes. But the question is whether we will have more features and new properties to control the brushes and Alphas or if it will remain the same properties and functions we already have in 3D-Coat? 1 Link to comment Share on other sites More sharing options...
Advanced Member Mystical Posted December 25, 2018 Advanced Member Share Posted December 25, 2018 3 hours ago, Rygaard said: Could you tell me exactly what this unified system of brushes would look like? I was a bit worried about my brushes (Presets) ... I quickly saw what PaintStorm and Krita can do in the system of brushes. If it's something like that, I think it's a good thing to have full control of the brushes. But the question is whether we will have more features and new properties to control the brushes and Alphas or if it will remain the same properties and functions we already have in 3D-Coat? Would this unified brush system replace all the custom alpha brushes I've made for the paint room essentially? Like I have things like bolts, panels, and other normal map details I use on a regular basis to paint normal map detail on an object. Link to comment Share on other sites More sharing options...
Applink Developer haikalle Posted December 25, 2018 Applink Developer Share Posted December 25, 2018 I feel excited about this new "unified brush" even when I don't excatly know what it's going to be But I do have couple thoughts about current brush engine in overall and and I hope that this new feature bring some imroments to this area. Here is a screenshot about 6 different strokes I have done and they have been done with the different brushes. It looks thou that they have been done with the same brush, only brush fallout changed. My feelings about 3d-coat brushes have been that maybe we have too much default brushes in our hand. I counted that in surface mode (including live clay)we have 43 different brushes to choose. Taking mudbox for example, with live clay tools they have only 23 tools and for me that's give much cleaner image about UI. Mudbox only gives a basic fundamental tools for user but also gives a possibility to modify them and change settings in many ways. I like this approuch. Give us only the fundamental tool and then we can use our creative minds to change the brush settings for our needs. Link to comment Share on other sites More sharing options...
Advanced Member Dmitry Bedrik Posted December 25, 2018 Advanced Member Share Posted December 25, 2018 What kind of nonsense about the "unified brush"? Stop doing *******, start fixing bugs. Quote we have 43 different brushes to choose. Taking mudbox for example, with live clay tools they have only 23 tools and for me that's give much cleaner image about UI. Mudbox only gives I already wrote about this, but no reaction was received. The "Curves" tool generally needs to be removed, because it is absolutely inconvenient to use, but the "beta" tools - the pipe - is very convenient and useful in 99% of cases. In my opinion, what really needs to be added is a kind of dynamic topology, so that when an object is transformed or a mesh is pulled out, a normal grid is obtained at the stretched places, and not trash from the stretched polygons. Link to comment Share on other sites More sharing options...
Applink Developer haikalle Posted December 25, 2018 Applink Developer Share Posted December 25, 2018 9 minutes ago, Sorda said: What kind of nonsense about the "unified brush"? Stop doing garbage, start fixing bugs. I already wrote about this, but no reaction was received. The "Curves" tool generally needs to be removed, because it is absolutely inconvenient to use, but the "beta" tools - the pipe - is very convenient and useful in 99% of cases. In my opinion, what really needs to be added is a kind of dynamic topology, so that when an object is transformed or a mesh is pulled out, a normal grid is obtained at the stretched places, and not trash from the stretched polygons. Sorry. I must missed your topic about "too many default brushes". Have you tried "Remove Stretching" and see if that helps? Link to comment Share on other sites More sharing options...
Advanced Member Dmitry Bedrik Posted December 25, 2018 Advanced Member Share Posted December 25, 2018 (edited) 35 minutes ago, haikalle said: Sorry. I must missed your topic about "too many default brushes". Have you tried "Remove Stretching" and see if that helps? Sorry cant find it, can u please shot it? p.s. "clean surface" makes the result quite good. No, it is "like good" but kill hard edges...((( Edited December 25, 2018 by Dmitry Bedrik Link to comment Share on other sites More sharing options...
Applink Developer haikalle Posted December 25, 2018 Applink Developer Share Posted December 25, 2018 I'm not near my computer at the moment but "remove stretching" setting is near where can adjust your radius for example, if I remember correctly Link to comment Share on other sites More sharing options...
Carlosan Posted December 25, 2018 Share Posted December 25, 2018 @Sorda In surface mode, to remove strecthing when an object is transformed or a mesh is pulled out press ENTER. Link to comment Share on other sites More sharing options...
Advanced Member Dmitry Bedrik Posted December 25, 2018 Advanced Member Share Posted December 25, 2018 19 minutes ago, Carlosan said: @Sorda In surface mode, to remove strecthing when an object is transformed or a mesh is pulled out press ENTER. Cant understand. Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted December 25, 2018 Reputable Contributor Share Posted December 25, 2018 1 hour ago, Sorda said: Cant understand. REMOVE STRETCHING is a checkbox in the Toolbar (above the viewport) and works with most sculpting brushes in Surface mode. If that isn't enough, as Carlos said, hitting ENTER (in Surface mode) is the equivalent to using Dynamesh in ZBrush. 3DCoat had it way before ZB ever had it, but I digress. Link to comment Share on other sites More sharing options...
Advanced Member Dmitry Bedrik Posted December 25, 2018 Advanced Member Share Posted December 25, 2018 56 minutes ago, AbnRanger said: REMOVE STRETCHING is a checkbox in the Toolbar (above the viewport) and works with most sculpting brushes in Surface mode. If that isn't enough, as Carlos said, hitting ENTER (in Surface mode) is the equivalent to using Dynamesh in ZBrush. 3DCoat had it way before ZB ever had it, but I digress. Please show "before" and "after". Nothing happens when I press this key. In this case, I did not reconfigure anything. Link to comment Share on other sites More sharing options...
Carlosan Posted December 25, 2018 Share Posted December 25, 2018 3 hours ago, Sorda said: Cant understand. Hope this help. Link to comment Share on other sites More sharing options...
Advanced Member Dmitry Bedrik Posted December 25, 2018 Advanced Member Share Posted December 25, 2018 2 hours ago, Carlosan said: Hope this help. Ok, it is work (but not working previously try...). Strange, but it does not work for the Pose tool. That is, the restructuring of the grid works for the "Shift", but if you move a part of the mesh in the "Pose", no. (Obviously, however, that you can simply use "Move" again and again press the enter). This moment seemed strange to me. Bug or not, I don't know. I hope a dynamic grid for such things will be added at least next year. Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted December 25, 2018 Author Share Posted December 25, 2018 8 hours ago, Sorda said: What kind of nonsense about the "unified brush"? Stop doing garbage, start fixing bugs. Please be more kind. I used to critics, but word "garbage" toward my job is offensive. But what I do is generally aimed to solve existing problems of brushes - "too many", "too slow in LC mode", "can't be well tuned", "not perfect shape", "bumpy on high resolution" and many more. And, I don't see report about problem you mentioned earlier on my e-mail. 2 Link to comment Share on other sites More sharing options...
philnolan3d Posted December 25, 2018 Share Posted December 25, 2018 Especially on Christmas day of all times. 1 Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted December 25, 2018 Author Share Posted December 25, 2018 25.12.2018 4.8.30 - Fixed problems related to pressure. - FBX support up to FBX 2019 - Undo problems fixed. 8 1 Link to comment Share on other sites More sharing options...
Advanced Member Dmitry Bedrik Posted December 25, 2018 Advanced Member Share Posted December 25, 2018 6 minutes ago, Andrew Shpagin said: Please be more kind. I used to critics, but word "garbage" toward my job is offensive. But what I do is generally aimed to solve existing problems of brushes - "too many", "too slow in LC mode", "can't be well tuned" and many more. And, I don't see report about problem you mentioned earlier on my e-mail. I hope it does not work out one to five brushes with a bunch of settings that will duplicate 10 brushes of the “old version”. I hope, the idea will shoot and will be suitable. I corrected a message that I sent almost a year ago, and which was not read, in accordance with current realities. Please wait for an hour. Link to comment Share on other sites More sharing options...
Reputable Contributor Silas Merlin Posted December 25, 2018 Reputable Contributor Share Posted December 25, 2018 1 hour ago, Andrew Shpagin said: 25.12.2018 4.8.30 - Fixed problems related to pressure. - FBX support up to FBX 2019 - Undo problems fixed. Exports empty fbx file from paint room Link to comment Share on other sites More sharing options...
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