Carlosan Posted October 15, 2017 Posted October 15, 2017 If any user has problems with Malwarebytes, this is the solution. Thx 3 hours ago, Set said: Solved with add the folder of new 3dcoat version in exclusion list.
Advanced Member Hammers Posted October 17, 2017 Advanced Member Posted October 17, 2017 (edited) On 29/09/2017 at 6:23 PM, Michaelgdrs said: Just had to share this!!!! AMAZING WORK ON 3D MODELLING with PRIMITIVES from the DEV team. Thank you so much for adding those. 1) Primitives 2) Select vertices 3)Transform 4) Split 5) DONE Then retopo to sculpt , do your sculpt details and bake 2 in 1 . This was made in around 10 minutes , 15 MAX , faster 3d modeller EVER USED SO FAR. Note to new users : DEFINITELY GO IN TO THIS PATH , it takes a bit of time to get used to it but once you get the hang of it IT ROCKS @Michaelgdrs This looks cool, but I don't understand how you did it. So you're making objects in the retopo room then baking them somehow to the sculpt room? I haven't been able to figure that out, if that is what you're doing here. Edited October 17, 2017 by Hammers 1
Contributor Michaelgdrs Posted October 17, 2017 Contributor Posted October 17, 2017 (edited) 1 hour ago, Hammers said: @Michaelgdrs This looks cool, but I don't understand how you did it. So you're making objects in the retopo room then baking them somehow to the sculpt room? I haven't been able to figure that out, if that is what you're doing here. Modelling low poly straight from the retopo room , then bringing it to the sculpt room to do the sculpt details and finally baking it in the retopo room. This way you only model once!!! Just like making a low poly model in maya or max for example and bringing it in for sculpting and baking. Finally in paint room i paint the low level normal details on a different normal layer. I have a full tutorial series based on this technique , i will upload it on my tutorials collection soon. Edited October 17, 2017 by Michaelgdrs 3
Reputable Contributor Silas Merlin Posted October 17, 2017 Reputable Contributor Posted October 17, 2017 (edited) Transform operations in retopo are not in the undo history, is that a known issue ? In sculpt room it creates a problem too when you are using "conform retopo mesh" : you can undo the transform on the sculpt object, but the retopo mesh will not follow. (by the way, it would be useful to have the "comform retopo mesh" on more tools in sculpt room, For example if you use it with the pose tool, you need to smooth afterwards.) Edited October 17, 2017 by lesaint
Moderator AbnRanger Posted October 17, 2017 Moderator Posted October 17, 2017 5 hours ago, lesaint said: Transform operations in retopo are not in the undo history, is that a known issue ? In sculpt room it creates a problem too when you are using "conform retopo mesh" : you can undo the transform on the sculpt object, but the retopo mesh will not follow. (by the way, it would be useful to have the "comform retopo mesh" on more tools in sculpt room, For example if you use it with the pose tool, you need to smooth afterwards.) I have not had problems with undoing Transform operations in the Retopo room, but the 2nd problem (Conform Retopo Mesh), I have. Please send that issue to support@3dcoat.com, as a reminder to Andrew. I recently reported that and noticed he fixed some of the things I mentioned, but that was probably one that slipped through the cracks.
Advanced Member Metin Seven Posted October 21, 2017 Advanced Member Posted October 21, 2017 (edited) Hi, I've got beta 4.8.03 installed, and encountered some odd behaviour, but as I'm a 3D Coat newbie I don't know if this is related to the beta or not. My apologies if it's not. The issue is that when using the Constructor tool, the Smart Placement option doesn't work most of the time. It only seems to work in corners that have three surrounding sides. Some info: I'm using MacOS (High Sierra), graphics card = NVidia GeForce 780M with the latest NVidia Web drivers, and I've got some customized viewport controls (RMB = Orbit, Ctrl + RMB = Zoom, Alt + RMB = Pan). Thanks, Metin Edited October 21, 2017 by Metin Seven Added some more info.
Advanced Member insignet Posted October 23, 2017 Advanced Member Posted October 23, 2017 Anyone else having issues with the Light baking option in the paint room? I'm getting coloured noise... the attachment shows a little noise, but i'm sometimes getting ALOT. Happens with other settings to e.g. Render light from render room. Im using a AMD Radeon Pro WX 7100 Graphics Card ( not sure if thats the issue - not being Nvidia ?) to reproduce:- 1. open new vox scene and select the head. 2. goto paint room > texture > light baking tool 3. select map type as subsurface scattering ( leave all defaults ) 4. hit ok
Carlosan Posted October 23, 2017 Posted October 23, 2017 using version 4.8.04 it works fine from my side. Please test GL version. Thx.
Advanced Member insignet Posted October 23, 2017 Advanced Member Posted October 23, 2017 I was trying the GL version so tested the DX version and it worked fine. Thanks
Taros Posted October 30, 2017 Posted October 30, 2017 "Bug" Retopo room: "Use visible paint objects as retopo" is buggy. All objects will be used as retopo, not the visible only... So the sentence is a bit confusing. I would like to import the visible only or better: select the objects that have to be moved to the retopo room please. By the way: It would be very helpful to select which subobject have to be exported out of the paint room please. Not the whole scene. 2
Advanced Member Vexod14 Posted November 3, 2017 Advanced Member Posted November 3, 2017 Bug between UV Room and paint room with Vertice Normals The problem : when I send my model into the UV Room, then change the UV Packing, 3DCoat recompute all my vertice normals to softedges ( which is not what I have sent into 3DCoat ). May you fix this by realy locking models normals, binormals and tangents ? The "lock" button doesn't fix the issue.
Member netgoblin Posted November 4, 2017 Member Posted November 4, 2017 is it a correct place to ask for a life-saving feature? plz, add 2 buttons to UV-room: align vertices/edges vertical and horizontal. 2
Advanced Member Vexod14 Posted November 4, 2017 Advanced Member Posted November 4, 2017 3 minutes ago, netgoblin said: is it a correct place to ask for a life-saving feature? plz, add 2 buttons to UV-room: align vertices/edges vertical and horizontal. +1, That's one reason why I don't unwrapp UVs on 3DCoat but only pack them. Being abble to align island to an edge like in 3dsmax could be nice too =) What could be nicer is to align every islands to a 90° position, instead of having to rotate them one by one 1
Reputable Contributor Fluffy Posted November 5, 2017 Reputable Contributor Posted November 5, 2017 7 hours ago, netgoblin said: is it a correct place to ask for a life-saving feature? plz, add 2 buttons to UV-room: align vertices/edges vertical and horizontal. Perhaps I'm misunderstanding you but there are already Horizontal and Vertical alignment tools present in the UV Room, however you need to have the Mark Seams tool active and in Edges mode for them to be displayed. You can then select edges in the UV Preview window and align them horizontally/vertically. They work the same as the Retopo Room versions (see video below). 2
Member netgoblin Posted November 5, 2017 Member Posted November 5, 2017 12 hours ago, Fluffy said: Perhaps I'm misunderstanding you but there are already Horizontal and Vertical alignment tools present in the UV Room, however you need to have the Mark Seams tool active and in Edges mode for them to be displayed. You can then select edges in the UV Preview window and align them horizontally/vertically. This is exactly what I was hungry for! I think this mechanism needs to be applied to vertices as well.
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