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3DCoat 2021 development thread


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Thanks for the Linux upload. Still crashing when baking. Your probably already aware of this.

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On 11/13/2021 at 6:14 PM, Elemeno said:

would love too....

the select tool isnt needed, select and transform should be default constantly.. every time you click off the mesh after using extrude etc the tool should defauly back to select and transform, the transform gizmo should only have axis no a scale or rotation tool,

hotkeys applied to tool should make more sense, E instead of tool options should be extrude and then a menu for the extrusion, extrude should default as normaly extrude but can be over riden with the  gizmo axis,

transform movement should have a hotkey using g then zxy for the axis or use the gizmo.

scaling should have the hotkey S applied and again allow S+(zxy) s defauly should scale inwards into the face(s) slected

rotation hotkey being R allowing R+(ZXY) dependsing on the axis of rotation , R by default should rotate based on the viewpoints angle

all surface tools that use curves to generate should be in one category

splitting faces or edges should be hotkey crtl+r and based on face angle first and then using the mouse movement placement , the split shouldnt pass over the face youve decided to split

just some examples would serious speed up simple modelling to get a shape into sculpt room and add details,

alot of us i presume as used to maya,max,blender etc and these are quite universal methods and would help alot of us use the modellong tools.

i know this sounds like im asking you to basically copy what other modelling programs use or how they do things but thats because alot of these things have been years in the works and they work.. they make sense and they help with workflow so much

Select tool, I agree, should not be a tool, but a constant function. However, the TRANSFORM tool implies BASIC TRANSFORM OPERATIONS, not just MOVE. I has Rotate and Scale built-in. If this is not to your liking, you can always set it to be just MOVE or just SCALE or just ROTATE at any point, in the Tool Options panel or by using Qwerty hotkeys

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On 10/24/2021 at 6:59 PM, Carlosan said:

- Take a shirt

- Isolate the parts you need to texture, UV it.

- Import same mesh to sculpt room as surface (increasing resolution) and to paint room

- Create Smart Material with seamless texture, fill tiled with UV projection.

- Bake > Take subdivided paint mesh into the sculpt room > FlatPatches > Vertex count 3M

- Re-project

 

Where is this Take Subdivided Mesh tool? I have the latest 3DC on my laptop and a slightly older one on my desktop. Neither show that in the Bake menu.

Edit: OK I found it. I had to uninstall all of my 2021 versions, then reinstall the latest. Thanks!

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5 hours ago, philnolan3d said:

Where is this Take Subdivided Mesh tool? I have the latest 3DC on my laptop and a slightly older one on my desktop. Neither show that in the Bake menu.

Edit: OK I found it. I had to uninstall all of my 2021 versions, then reinstall the latest. Thanks!

index.thumb.jpg.2f3547af5df167d6fec876ea44cf8daa.jpg

In my tests, "take subdivided mesh to sculpt room" does not take into account the actual normal map layer, i see one in your layers panel.
in your original posts you said you painted the grid "on the normal map". Did you actually paint on the actual normal map layer, or on layer 1 ?
If you painted on normal map itself, did that carry over to the sculpt room ?

I tested just now and it seems impossible to paint depth on the normal map layer in 2021 even after unlocking it.
Normal map layer data still does not get baked to the subdivided sculpt mesh.
I had the idea to "export depth" from texture menu with the intention of re-importing it so that it would transfer to subdivided mesh, but I found with horror that exporting depth does not take the normal map data into account either.

Only way this works is with depth painted on other layers, or by faking depth (for example importing a 3d scan's albedo texture as depth map).

I still have not managed to find a workaround to use a normal map with this tool :(
there is one tool that should be able to do the job but when I tried it I had horrible results :
when you create/edit a smart material and insert a normal map for depth, 3d-Coat prompts you if you would like to convert the normal map to depth map.
If this worked, you would then fill a layer with that data on the paint mesh with the "uv mapping" projection method.

 

Example of horrible result when using smart material editor to convert imported normal map to bump/depth : image.thumb.png.e0b079d6718f05d2cd52dea7df41e536.png
 

 

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I painted directly on the normal map in the texture editor. At first I did Layer 1, but then thought that might not be a good idea so I made a new layer. It transferred to the Sculpt room just fine. I did discover that I have to make the brush strength very very low, like 0.3. Or else it gets seriously blown out in the sculpt room. Now I just have to figure out getting it transferred to the original sculpture.

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25 minutes ago, philnolan3d said:

I painted directly on the normal map in the texture editor. At first I did Layer 1, but then thought that might not be a good idea so I made a new layer. It transferred to the Sculpt room just fine. I did discover that I have to make the brush strength very very low, like 0.3. Or else it gets seriously blown out in the sculpt room. Now I just have to figure out getting it transferred to the original sculpture.

impossible to paint directly on normal map layer on my side.

to tranfer to original sculpture use reprojection tool.
it has a button to reproject the whole mesh but that can take a long time and fail, best to use the brush which works fine.
think of it like the baking tool in retopo room. depth of brush represents scanning distance.

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I can't launch 3d coat executable file on linux in 2021.70.  Has anyone experienced the same?  

I just re-downloaded 2021.31 and it was fine with 2021.31.

 

Update: I replaced the "LinuxLibs" folder with the one from 2021.31, now it works.  The "LinuxLibs" folder in 2021.70 only has 2 files and the "LinuxLibs" folder in 2021.31 has 7 files.  I guess that's why.  

Edited by animk
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On 11/28/2021 at 6:53 PM, animk said:

I can't launch 3d coat executable file on linux in 2021.70.  Has anyone experienced the same?  

I just re-downloaded 2021.31 and it was fine with 2021.31.

 

Update: I replaced the "LinuxLibs" folder with the one from 2021.31, now it works.  The "LinuxLibs" folder in 2021.70 only has 2 files and the "LinuxLibs" folder in 2021.31 has 7 files.  I guess that's why.  

I couldn't launch it either. There was a missing library "libomp5". Simply installed it and fixed the issue.

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16 minutes ago, ebitz said:

I couldn't launch it either. There was a missing library "libomp5". Simply installed it and fixed the issue.

I am on Linux mint, it shows some other files are missing.  I think in the future I probably just leave that folder alone when updating. 

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At least I done update with the improved auto-retopo. In my tests it works really better. But it took much longer time than I expected, but I was not able to drop it just in the middle-way. The main improvements:


- Auto-detectig the symmetry.

- "Hardsurface mode" tries to detect even soft edges that visually look like the sharp. So the voxelize+hardsurface has sense now.

- "Voxelize" is still most stable and predictable mode if the model is closed. If you can't get good results, use "Voxelize" checkbox. It is a bit longer, but gives the good result.

- Now low-poly models with sharp edges may be retopo-ed correctly.

- A lot of internal stuff completely rewritten, some 10-years-old bugs was found and fixed.

- Now it is possuble to auto-retopo multiple volumes at once (select in voxtree + rmb->autopo).

- Autoretopo available in retopo room as well, you may auto-retopo any object (paint, retopo, sculpt) via RMB.

image.png

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Quickly testing the new version the results are incredible, thanks for your hard work !

@Andrew Shpagin Mimic ZBrush settings, could be added Curve strength as new feature/option to strokes ? Thanks !

The Tool >> ZRemesher >> Curve Strength slider lets you control how you wish your curves to be used to more or less rigidly guide the flow of the polygons.

The lower the Curve Strength slider value, the more flexibility ZRemesher will have when calculating the new topology. In this case, the curves serve as guides. The higher the slider value, the more rigidly ZRemesher will adhere to the guide curves. In this case, the guides become rules.

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

- After Autopo mesh show all faces selected.

faces.jpg

set.jpg

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