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To me 4.9 was just perfect with the beta tools, loved it.

I guess I'll have to get used to 2021 eventually, to be able to continue using the beta tools, and take advantage of some of the additions. gizmo-less transforms is very appealing to me, as well as faces/edges/vertex selection having been added to the undo stack. The thing is that I can't just switch right now : too many crash reports here, and I can't make the buttons on my 3d-mouse work (they bring up the default 3dconnexion pie menus).

Also there is a need for documentation. For instance how do you use the smart retopo ? how do you set up nodes in the render room ? the short feature preview videos are nice, but it's a pain to have to watch videos to try to guess what is being done.

For now I'm sticking with 4.9 and opening 2021 occasionally to test a thing.

the constructor tool turned into kitbash tool looks fun, but I was not able to make it work : as soon as I select a new piece, everything done with the previous one vanishes :/
 

I love the "make sculpt mesh" in the modeling room, but it is so frustrating that the sculpt mesh does not update when you move a vertex on the retopo. It seems you have to switch tools for it to update. Also to me it is only useable without subdivisions. even the first subdivision turns the shape into a useless blob : the smoothing when subdividing in sculpt room has always been way too strong, making it unuseable, you lose too much detail.

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55 minutes ago, Scary M said:

There is no clear path it all depends on what you want to do with the application?  From just texturing and baking maps from an asset you have built elsewhere,  sculpting a start to finish project,  tweaking normal map from another software. Retopology of external asset.

I'll admit there is a plethora of confusing options especially for baking. I usually have a very set course when I use it, I often incorporate many different tools using 3dc for specific tasks within that pipeline. 

3DCoat is a Far cry from Photoshop by design. It has elements from it sure but they are there for specific tasks. What are you hoping to do with it.

I'm not defending it's often confusing complexity, just trying to understand what you want from it and how you wish to work with it.

We would all like to help make it better and more attainable usable in multiple workflows pipelines.

> There is no clear path it all depends on what you want to do with the application

Yes - for sure! Hey, I work in Photoshop for years now. You have a thousand ways to achieve your individual goal. But you will find a way - easily and fast. And you can test it - duplicate a layer, test it, use it or leave it. As fas as I know that is not possible in 3DCoat.

Hm ... I talk about three workflows that I just need:

No. 1 - asset creation for game engines

1. modelling a basic object
2. create more details and shapes via sculpting
3. retopo for optimizing
4. paint textures
5. bake and export it as game asset

No. 2 - work on imported characters

1. importing a character base from Character Creator 3
2. change/sculpt some aspects of the character mesh, add clothes, items ...
3. paint textures
4. export it for animation purposes in iClone (lastly export it from here to any 3rd party software).

No. 3 - concept art

1. modelling a basic object
2. create more details and shapes via sculpting
3. paint basic textures
4. set up lighting
5. export it as image (or maybe via screenshot) for further editing/painting in photoshop

It's complex and confusing. If you do not work in an exact order, at any point you will face strange issues (get it from different users in the web).

So ... as far as I know, my three "workflows" needs different approaches - in different "work rooms". But that's the point ... it confuses me. ;) Some tools are only in a specific room available. And if I do not work in the "correct" order, I never reach a good looking goal.

Edited by Artomiano
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44 minutes ago, Silas Merlin said:

To me 4.9 was just perfect with the beta tools, loved it.

I guess I'll have to get used to 2021 eventually, to be able to continue using the beta tools, and take advantage of some of the additions. gizmo-less transforms is very appealing to me, as well as faces/edges/vertex selection having been added to the undo stack. The thing is that I can't just switch right now : too many crash reports here, and I can't make the buttons on my 3d-mouse work (they bring up the default 3dconnexion pie menus).

Also there is a need for documentation. For instance how do you use the smart retopo ? how do you set up nodes in the render room ? the short feature preview videos are nice, but it's a pain to have to watch videos to try to guess what is being done.

For now I'm sticking with 4.9 and opening 2021 occasionally to test a thing.

the constructor tool turned into kitbash tool looks fun, but I was not able to make it work : as soon as I select a new piece, everything done with the previous one vanishes :/
 

I love the "make sculpt mesh" in the modeling room, but it is so frustrating that the sculpt mesh does not update when you move a vertex on the retopo. It seems you have to switch tools for it to update. Also to me it is only useable without subdivisions. even the first subdivision turns the shape into a useless blob : the smoothing when subdividing in sculpt room has always been way too strong, making it unuseable, you lose too much detail.

Have you tried to add supporting edgeloops in areas where you don't want such smoothing "blobs?" We have to do this in all 3D applications, except where they may have a special crease angle options (like OpenSubdiv does). 

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14 hours ago, AbnRanger said:

OpenGL is the only option for 2021 and going forward.

That is the one I usually use, but 2021 does not even start. Any techies got any ideas?

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image.png.21494d0876345ef760d4d16e6d3b6d0b.png 

seriously?  Who designs those icons hehe  U have flat-shade weird shapes on the top-right UI  and soft gradation icons with eye-bleeding very non-smooth curve black outline on it.. where the glue? even sh*tty looking 3dmax have more visual glue on UI  xD

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26 minutes ago, tcwik said:

image.png.21494d0876345ef760d4d16e6d3b6d0b.png 

seriously?  Who designs those icons hehe  U have flat-shade weird shapes on the top-right UI  and soft gradation icons with eye-bleeding very non-smooth curve black outline on it.. where the glue? even sh*tty looking 3dmax have more visual glue on UI  xD

I like it. The ink line is to give it proper contrast. Nothing will suit everyone's tastes, so why such harsh criticism of the hard work people put into a massive undertaking. Do you want people speaking about your artwork so abrasively and with such abusive language? 

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this is soo bad taste u can dig it XD poop style ..  I think people judge this anyway ;] ..  btw. I like work without icons for my [not]  long time in 3dc [maybe because icons are changing faster than names in 3dc Ui and are more clearly defined for me ..  really sorry for my ' abusive language' ;

okay I think  'Plane Defined' mode, doesn't work well in 2d paint, is  still project from camera view [or there are some new settings in it, somewhere ]

 

 

 

image.png

 

btw. feel free to judge my taste I'm still learning and I definitely want more! ;] [deifintly ]

Edited by tcwik

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I think its more the black outline they can look cartoonish. not all of them but some I like the contrast but heres a thought drop the Outline and Use different colour  materials for different rooms or fu nctionsthat way your eye can quickly jump to where it needs to be and you can much more easily identify the required brush. The problem i always found before when i did the icons back in in the day, was lots and lots of the same colour tiny spheres you get lost.

ExaMPLE.thumb.jpg.8c11c748095926f07e1f76dca22d3582.jpg

edit - at least with this build we can actually set our own icons 

1758024390_Screenshot2021-04-02122239.jpg.5886b6b62f1b6bb7f0d305dddf3f4236.jpg

alas to for all icons :(

Edited by Scary M

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Be able to set color for icons might be a good idea, like setting color for layers.

Edited by animk
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When you have SOOOO many tools anything that creates a quick visual grab for the eye is surely better than all the same, @ devs dont take this the wrong way but you will ghet used to the way the icons look so you will not see the importance of a first glance familiarity adding variation and colour might help 

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3 minutes ago, animk said:

Be able to set color for icons might be a good idea, like setting color for layers.

Well, yeap, but I would prefer that was labelled as a "task Z", in other words, something to be done when priorities are finished and bugs are resolved.

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Not launching for me. Windows 10 version 20H2. Intel i7-3930K CPU. Nvidia driver 461.72. Titan X Maxwell GPU (2). 64GB memory. Also tried installing on my 2nd computer. Identical config. as the other. Still no launch.

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27 minutes ago, artdude12 said:

Not launching for me. Windows 10 version 20H2. Intel i7-3930K CPU. Nvidia driver 461.72. Titan X Maxwell GPU (2). 64GB memory. Also tried installing on my 2nd computer. Identical config. as the other. Still no launch.

For everyone whom has launching issues...at least in Windows...please try to go into your Anti-Virus and/or Firewall EXCEPTIONS list and add this 3DCoat 2021.exe file. It might also help to RMB click the desktop icon and choose RUN AS ADMINISTRATOR.  I know this Anti-Virus blocking was an issue launching once or twice, for me, in the past. 

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4 hours ago, tcwik said:

this is soo bad taste u can dig it XD poop style ..  I think people judge this anyway ;] ..  btw. I like work without icons for my [not]  long time in 3dc [maybe because icons are changing faster than names in 3dc Ui and are more clearly defined for me ..  really sorry for my ' abusive language' ;

okay I think  'Plane Defined' mode, doesn't work well in 2d paint, is  still project from camera view [or there are some new settings in it, somewhere ]

 

 

 

image.png

 

btw. feel free to judge my taste I'm still learning and I definitely want more! ;] [deifintly ]

That is a bug that was reported a week ago. Andrew just hasn't gotten to it, yet.

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@artdude12 

Please download this archive with "3DCoat" special executable:

http://pilgway.com/~sergyi/Executables/3DCoatGL64-noCL.zip

Extract it on your Desktop. Then move the extracted executable file "3DCoatGL64-noCL.exe" into "C:\Program Files\3DCoat-V2021.B39". Does it run?

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

In case previous executable won't work please try this:

http://pilgway.com/~sergyi/Executables/3DCoatGL64-noCL-noAVX.zip

Also extract it on your Desktop. Then move the extracted executable file "3DCoatGL64-noCL-noAVX.exe" into "C:\Program Files\3DCoat-V2021.B39".

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

Hope it help 

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@Carlosan, The noCL-noAVX version is working for me. Yay! The noCL version is not working. Does my CPU (i7 3930K) not support AVX?

Anyways, thanks for your help.

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10 hours ago, Scary M said:

I should clarify that I Never said I stretch the application over multiple screens, my issue is I cannot run the app at all on single screen when I have two displays or more displays of different resolutions, hardware accelerated application should really be kept on a single screen. If you look at my video I have it displayed on one screen. With the offset present. Setting the resolution to the same on all displays means I can at least run 3dc on one screen.

My issue is not a multi screen support only the ability too use the application at all on one screen.

Aha. I got confused because I was watching a video by Tenitsky on this the other day...

 

 

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9 hours ago, Scary M said:

There is no clear path it all depends on what you want to do with the application?  From just texturing and baking maps from an asset you have built elsewhere,  sculpting a start to finish project,  tweaking normal map from another software. Retopology of external asset.

I'll admit there is a plethora of confusing options especially for baking. I usually have a very set course when I use it, I often incorporate many different tools using 3dc for specific tasks within that pipeline. 

3DCoat is a Far cry from Photoshop by design. It has elements from it sure but they are there for specific tasks. What are you hoping to do with it.

I'm not defending it's often confusing complexity, just trying to understand what you want from it and how you wish to work with it.

We would all like to help make it better and more attainable usable in multiple workflows pipelines.

Frankly I'm trying to come back to it and the documentation is just not as good as it should be. When the programmers are creating a new tool they have detailed documentation as they code it. Surely there could be a more technically detailed manual than the superficial one we've got. 

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I've encountered a few problems so far with the new version which make it unusable currently.  I completely understand that it's beta so I'm happy to share as much info as I can to help get the issues fixed so here is what I'm experiencing.

I have a 3 monitor setup with 2 Cintiqs.

1.  On my Cintiq Pro 24 (4k resolution) I found that there was an offset with the sculpting brush where it seemed like the cursor was being influenced by the position of my stylus and also the edge of my screen bordering the other two monitors...I had the 4k screen to the left and the  2 HD screens stacked on the right, with the bottom screen being a Cintiq Companion Hybrid (Basically an old Cintiq 13HD, that can run unattached in Android mode).  If I were to guess, it looked like the cursor was fighting between the screen I was on and the other Cintiq...as it was under my stylus and also at the border with the other Cintiq.

The brush was conflicted like this in both Sculpt mode and Paint mode, but it only affected my ability to sculpt, painting in my brief test worked fine, but there was the optical error of the brush appearing 2 places at once. 

When I used a mouse, there was no issue at all.

I tried unplugging the 2nd Cintiq, but that didn't fix anything.  I only unplugged it from the screen though, not at the computer.

2. The patches tool kept crashing, I couldn't figure out how to get it working and everything I tried cause the save your work dialog to popup followed by the program closing. 

On a side note, it would be nice to choose from a library of preset setups with some of the different curves tool and perhaps to be able to save your own templates for future use.

3. Today I moved the window to my second Cintiq monitor to see if it would work on that one properly and it did in some ways, but not others.  The brush cursor was in the right place and so I was able to sculpt, but it didn't detect my drivers properly and I couldn't navigate or resize the brush.

Then, this is where the big problem occurred.  I closed the program and reopened it, but it got stuck at a white screen and wont load.  So I see the 3D Coat splash and the 3D Coat window trying to open, but frozen.  The program is trying to reopen in the window that I closed it in.  The smaller Cintiq, but the splash is still on the main Cintiq monitor (24 Pro 24).

 

My next test was going to be changing the Cintiq pro 24 resolution, but it wont reopen unfortunately.

 

I'm using Windows 10 with  an i-7 processor, 48gb ram and RTX 2080 Super.  Not sure if windows/graphics drivers are up to date.  Will try uninstalling the demo and try reinstalling to see if I can get it running again.  Incidentally, I did try a test build a few months ago and I didn't have these issues.

 

Hopefully we can get some of these issues sorted so that I can test some of the new tools and workflow to provide feedback in that regard.
Overall it's a massive upgrade.  I love the gesture based transformations, that will be a huge time saver.  Thanks for listening.  Topological move and non destructive subdivision stepping are also great quality of life additions.  I can't wait to see what else is in there.

 

 

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can anyone check this... have a cylinder with a hole in the centre and then use the snake or muscle tool after 2 times it cuts out and does nothing

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14 minutes ago, Elemeno said:

can anyone check this... have a cylinder with a hole in the centre and then use the snake or muscle tool after 2 times it cuts out and does nothing

Not only in that particular case, it's unpredictable (=sometimes works, most of times not) even using those brushes with the default head*.


*I have not so much experience in sculpting with 3DC, so maybe I'm missing something.

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Ok, well, strange, but I confirm something is not working as it should be.

Just tried muscles over head in previous version and it works:

 

Screenshot_428.jpg

Edited by thinkinmonkey
image file too heavy

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Well, I really like the look of the new version of the program. In addition, it looks relatively good on a 4k monitor. However, please add normal scaling of text and icons for these monitors.

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