Oleg Shapov Posted September 9, 2024 Share Posted September 9, 2024 On 9/5/2024 at 7:35 PM, giobianco63 said: I noticed a small vibration in the drop-down menus of any tool I don't observe such behavior. On 9/5/2024 at 7:35 PM, giobianco63 said: is this intentional? Yes, that's how it's intended. 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member giobianco63 Posted September 10, 2024 Advanced Member Share Posted September 10, 2024 On 9/9/2024 at 10:44 AM, Oleg Shapov said: I don't observe such behavior. Yes, that's how it's intended. Hi thanks for the reply. If I can I'll make a video of the flickering, however it's a very light thing 1 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member giobianco63 Posted October 11, 2024 Advanced Member Share Posted October 11, 2024 Hi, unfortunately the bug in question is also present in version 2024.27. Randomly the "Fill" function creates strange artifacts. Quote Link to comment Share on other sites More sharing options...
Carlosan Posted October 13, 2024 Author Share Posted October 13, 2024 This is the default Fill option Looks as overlapped UVs Quote Link to comment Share on other sites More sharing options...
Advanced Member giobianco63 Posted October 14, 2024 Advanced Member Share Posted October 14, 2024 the setting is the same and the UVs are correct, after using the "FILL" on the 3D view I try to do the fill on the "texture editor" it fills the part correctly.... this bug is repeating itself very often now. 1 Quote Link to comment Share on other sites More sharing options...
Carlosan Posted October 14, 2024 Author Share Posted October 14, 2024 The Preferences have padding assigned ? My padding settings Quote Link to comment Share on other sites More sharing options...
Advanced Member giobianco63 Posted October 14, 2024 Advanced Member Share Posted October 14, 2024 My padding settings Quote Link to comment Share on other sites More sharing options...
Carlosan Posted October 14, 2024 Author Share Posted October 14, 2024 256 looks as too much, try lower this settings What look strange for me is to see the same issue on both sides of the mesh. Do you make the model with uDIms ? Quote Link to comment Share on other sites More sharing options...
Advanced Member giobianco63 Posted October 16, 2024 Advanced Member Share Posted October 16, 2024 On 10/14/2024 at 10:47 PM, Carlosan said: 256 looks as too much, try lower this settings What look strange for me is to see the same issue on both sides of the mesh. Do you make the model with uDIms ? yes 256 is a lot...but in my opinion this is not what creates problems because even if I lower it the bug is still there. No I don't use the uDIms system, sometimes more textures with their own UVs from 0 to 1, The last screen (the one with the staircase) only had a texture from 0 to 1 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member yoohasz Posted December 16, 2024 Advanced Member Share Posted December 16, 2024 (edited) Hi! I really love the tiled texture painting feature in 3dc. I decided to try and paint a tiled lava material when I ran into two issues that are holding me up: when I try and paint emissive (red-hot) lava, when I set the paint layer to "use as emissive" I can't visualize the emmisiveness in any shape or form, neither in the paint room, nor in the render room. By this I mean, it would be nice to see some sort of "glow" type of effect that at least hints at how emissive my lava layer is. This is quiate a big roadblock to painting convincing lava material (for example) The other thing that's really annoying is the seams of the generated curvature map. Can't there be an overshoot of some sorts to make the curvature map tile seamlessly? It's unfortunate that these hiccups exist, since the rest of the workflow is pure gold, and could be a nice competitor for a "handmade style" substance designer type of output. Please if you know of any solutions do help me out! Thank you. Edited December 16, 2024 by yoohasz 1 Quote Link to comment Share on other sites More sharing options...
Member Grakino Posted December 19, 2024 Member Share Posted December 19, 2024 (edited) 3DCoat can't handle with overlapped UV. I tried different approach to make it work but nothing. In Substance Painter i've got what i need for second try. This is just a part of problem. This is the best result i've got after 2 days of work, the first shots were more worst. I've decided to use Substance painter normal map, but 3DCoat just can not correctly render it. So i've got the situation where i can't use 3DCoat normal map because it's shit and i can't use Painter normal map, because 3DCoat can't render it correctly. It is second day, i really try to make different approach, change settings, change method but nothing. I am angry now, because in substance painter it took me around 15 minute and for second try to get a nice, clean normal map. In 3DCoat i'm for two days trying to find a solution of my problem and i've got a shitty, buggy normal map. I have a couple ideas if they won't work i give up i won't paint in 3DCoat screw it. Sometimes the more i work with 3DCoat the more i regret for buying this product. The sculpt room is the single room which designed and work great, it has bugs too but it's design is great, the others rooms are shit. Retopo - super buggy. Modeling - just unusable, buggy i hate polygroups. UV - is shit, it's just worse than Blender or Maya. Baking - can't do overlapped UV. Painting - i can't even select several layers with SHIFT key, this is a shame. I'm angry and disappointed now, i didn't realized how raw and unfinished your product is. Edited December 19, 2024 by Grakino Quote Link to comment Share on other sites More sharing options...
Oleg Shapov Posted December 20, 2024 Share Posted December 20, 2024 18 hours ago, Grakino said: i can't use 3DCoat normal map because it's shit Can you describe your workflow to try to replicate this and convey it to the developer? Quote Link to comment Share on other sites More sharing options...
Member Grakino Posted December 20, 2024 Member Share Posted December 20, 2024 (edited) Ok, I managed it. I baked normal map and keep my overlapped UV. I had to do some tricks to make it work, so the show is go on, i need to make some adjustments bake others maps and then i can paint. But pay attention it's not solve a problem, 3DCoat can't bake overlapped UV, i had to do some tricks to make it work, it takes more times and nerves than in Painter. Edited December 20, 2024 by Grakino 1 Quote Link to comment Share on other sites More sharing options...
Member Grakino Posted December 20, 2024 Member Share Posted December 20, 2024 1 hour ago, Oleg Shapov said: Can you describe your workflow to try to replicate this and convey it to the developer? Well i can record video if you still interested? 1 Quote Link to comment Share on other sites More sharing options...
Carlosan Posted December 20, 2024 Author Share Posted December 20, 2024 To handle overlapped UV when bake I move all of the stacked UVs but one to a new UVset leave only one island of overlapped UVs in the UVset base. or create a new polygroup, move overlapped islands but one and bake selected only Hope this help 1 Quote Link to comment Share on other sites More sharing options...
Member Grakino Posted December 20, 2024 Member Share Posted December 20, 2024 (edited) 28 minutes ago, Carlosan said: To handle overlapped UV when bake I move all of the stacked UVs but one to a new UVset leave only one island of overlapped UVs in the UVset base. or create a new polygroup, move overlapped islands but one and bake selected only Hope this help Thank. That was actually what i did. I moved all overlapped UV to separate UV set and bake it. Unfortunately it took me couple days to come up this decision, because i believed 3DCoat can bake overlapped maps it's i just did something wrong. I was wasting time to search a solution in wrong direction. Edited December 20, 2024 by Grakino Quote Link to comment Share on other sites More sharing options...
Carlosan Posted December 20, 2024 Author Share Posted December 20, 2024 this was a common solution for this issue on any app. will be nice to know how spainter solve it with 2 click, so we can improve 3DC 1 Quote Link to comment Share on other sites More sharing options...
Member Grakino Posted December 20, 2024 Member Share Posted December 20, 2024 8 minutes ago, Carlosan said: this was a common solution for this issue on any app. will be nice to know how spainter solve it with 2 click, so we can improve 3DC I didn't have this issue in Painter, i have 10.1.2 steam version. I baked model without any extra steps. I have only one time scale high-poly issue because it need to be fbx not obj to keep right scale, one model - one uv set, with overlapped UV, that all. Some times Painter can have issues but i never fix it by changing UV set. I remember i split model by half and bake it, then re-import normal version, it's works, but not for 3DCoat because it make sew in the middle. Painter don't do it. I tried to move overlapped to another UV tile it's work but not for 3DCoat, because it think 3DCoat has lack support of UV tiles. I tried to make sure the symmetry direction is in right position, the point is Painter calculate map from left to right, so if i have original model in left side, and symmetry on the right Painter baking great, almost no issues (to be hones when i found out this i almost never have overlapped issues). My experience which i used for Painter didn't work for 3DCoat that was the problem, that's why it's taking so long for me. I first time change UV set to fix overlap issue, i never did this before for Painter. Quote Link to comment Share on other sites More sharing options...
Carlosan Posted December 20, 2024 Author Share Posted December 20, 2024 You have to assign them to a different UV set Also modify Snapping method could help On Paint room, also explode the model for AO & Curvature baking Quote Link to comment Share on other sites More sharing options...
Member Grakino Posted December 20, 2024 Member Share Posted December 20, 2024 6 minutes ago, Carlosan said: I saw that video it didn't help in my case, only split UV set worked. 1 Quote Link to comment Share on other sites More sharing options...
Carlosan Posted December 20, 2024 Author Share Posted December 20, 2024 please share by pm the model parts with baking issues to take a look //edit Edit > Preferences > Brushing Prevent double painting over stacked UV islands: This option is important if you have stacked or mirrored UV islands. If the option is enabled, the point on the UV map may be painted only once per stroke. It is helpful if stacked islands have no boundary with each other (for example, body – one island, arms and legs – other mirrored islands). If you enable symmetry and this option, arms and legs will not be painted twice. But if mirrored islands have a common boundary between them, enabling this option will lead to artifacts near the common edges because the same pixel is present on both sides of the edge. 1 Quote Link to comment Share on other sites More sharing options...
Member Grakino Posted December 26, 2024 Member Share Posted December 26, 2024 On 12/21/2024 at 12:08 AM, Carlosan said: please share by pm the model parts with baking issues to take a look //edit Edit > Preferences > Brushing Prevent double painting over stacked UV islands: This option is important if you have stacked or mirrored UV islands. If the option is enabled, the point on the UV map may be painted only once per stroke. It is helpful if stacked islands have no boundary with each other (for example, body – one island, arms and legs – other mirrored islands). If you enable symmetry and this option, arms and legs will not be painted twice. But if mirrored islands have a common boundary between them, enabling this option will lead to artifacts near the common edges because the same pixel is present on both sides of the edge. It didn't help. I made video comparison . Here a part of my model. https://mega.nz/folder/ELMjSIzC#YPYBSuUWvr9406OvL4M-rw 1 Quote Link to comment Share on other sites More sharing options...
Carlosan Posted December 26, 2024 Author Share Posted December 26, 2024 Using this settings brings this result The backside edges have an offset To move the vertex will fix the issue. Any spot found means bad shell (i/o) settings Use scan depth tools to vary scan depth by zones (as are explained on this doc) Hope this help 1 Quote Link to comment Share on other sites More sharing options...
Member Grakino Posted December 26, 2024 Member Share Posted December 26, 2024 (edited) 15 minutes ago, Carlosan said: Using this settings brings this result The backside edges have an offset To move the vertex will fix the issue. Any spot found means bad shell (i/o) settings Use scan depth tools to vary scan depth by zones (as are explained on this doc) Hope this help Thank for advice, i appreciate. But to be honest these issues are minor for me, i know if i spend a bit more time with scan depth tool and topology I can get a better baking result. The major problem is 3DCoat can not bake model with overlapped UV. Substance Painter can do this. 3DCoat need extra UV set manipulation to do this. Also 3DCoat can't properly render Painter normal map. If you show me a solution of these problem i will be very appreciate. If you don't have it, send my message to developers, and maybe after year-two the problem will be solved . Edited December 26, 2024 by Grakino Quote Link to comment Share on other sites More sharing options...
Carlosan Posted December 26, 2024 Author Share Posted December 26, 2024 Message was send to developers Thanks for your support 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member giobianco63 Posted January 20 Advanced Member Share Posted January 20 (edited) Hi everyone, on 3Dcoat Textura 2024.32 there is a bug with the "FILL" tool when you use it in the "texture editor" the final result of the material is different from that of the original material, while it is correct when you use it in the view 3d.... Among other things, it would be very useful and convenient to be able to use the "FILL" tool in the 3d view taking into account the UV cuts of the mesh. Another bug....symmetry doesn't work with the "FILL" tool Another bug that had been fixed in previous versions and which has now recurred is that of the size of the imported brushes which for some strange reason are larger than they should actually be... I'm talking about this: Edited January 20 by giobianco63 1 Quote Link to comment Share on other sites More sharing options...
Oleg Shapov Posted January 21 Share Posted January 21 16 hours ago, giobianco63 said: Hi everyone, on 3Dcoat Textura 2024.32 there is a bug with the "FILL" tool when you use it in the "texture editor" the final result of the material is different from that of the original material, while it is correct when you use it in the view 3d.... Hello! What material do you mean? Запись экрана 2025-01-21 162329.mp4 Quote Link to comment Share on other sites More sharing options...
Oleg Shapov Posted January 21 Share Posted January 21 17 hours ago, giobianco63 said: Another bug....symmetry doesn't work with the "FILL" tool Please give some steps to reproduce this. Запись экрана 2025-01-21 163533.mp4 Quote Link to comment Share on other sites More sharing options...
Advanced Member giobianco63 Posted January 21 Advanced Member Share Posted January 21 9 hours ago, Oleg Shapov said: Hello! What material do you mean? Запись экрана 2025-01-21 162329.mp4 10.02 MB · 0 downloads with all the materials both default and new ones created by me. I'll attach a video... BUG_fill.mp4 Quote Link to comment Share on other sites More sharing options...
Advanced Member giobianco63 Posted January 21 Advanced Member Share Posted January 21 9 hours ago, Oleg Shapov said: Please give some steps to reproduce this. Запись экрана 2025-01-21 163533.mp4 2.3 MB · 0 downloads Hi, true with the lasso and/or rectangle tool the FILL works... but if I use the FILL tool only with the pick the symmetry doesn't work BUG_fill_02.mp4 Quote Link to comment Share on other sites More sharing options...
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