Jump to content
3DCoat Forums

3DCoat 2025 Development


Recommended Posts

  • Advanced Member
On 8/7/2025 at 6:16 PM, Stefka said:

After import, all layers with the different textures are still shown, but all the textures are gone and only the texture that was exported originaly to the obj file for Blender was available.

Hi to all.

In my post from August 7th I desscribed the problem that importing a mesh to replace the current mesh is buggy.

By the extensive and first class support from @Carlosan the problem got solved.

The import of a changed mesh only works if there is only one UVset in the model! Under these conditions the import works fine and all the textured layers are working.

To me this is still very strange, because 3DCoat supports multiple UVsets and nodes within a model, only the import of an external edited mesh by "FIle - Import to replace Geometry only" does not. 

I think the current solution is a nice work around, but not the solution for a good software.

Thanks again to @Carlosan

 

  • Thanks 1
Link to comment
Share on other sites

  • Member

Hi @Dmitriy Nos.
I’ve found a very serious bug in 3DCoat 2025.10 related to the undo/redo functionality. The problem is that when opening a previously created project and pressing undo several times, it deletes all the elements in the Sculpt Tree and restores only one of them, or sometimes none at all. Because of this bug, I almost lost a couple of hours of work — thankfully, there was an autosave.

  • Like 1
Link to comment
Share on other sites

On 7/4/2025 at 5:46 AM, Carlosan said:

3dcoatGL64.exe remains open in the background even when the application is closed

image.png

//edit

fixed on 2029.03

It is back again... after closing 3DC... 

image.png

Link to comment
Share on other sites

  • Reputable Contributor
On 8/15/2025 at 10:35 AM, Stefka said:

Hi to all.

In my post from August 7th I desscribed the problem that importing a mesh to replace the current mesh is buggy.

By the extensive and first class support from @Carlosan the problem got solved.

The import of a changed mesh only works if there is only one UVset in the model! Under these conditions the import works fine and all the textured layers are working.

To me this is still very strange, because 3DCoat supports multiple UVsets and nodes within a model, only the import of an external edited mesh by "FIle - Import to replace Geometry only" does not. 

I think the current solution is a nice work around, but not the solution for a good software.

Thanks again to @Carlosan

 

Yes, this is basically a bug and should be reported as such.

  • Thanks 1
Link to comment
Share on other sites

  • Advanced Member
On 8/22/2025 at 2:32 PM, AbnRanger said:

Yes, this is basically a bug and should be reported as such.

Hi to @AbnRanger

I would highly appreciate if a high ranked member could do this. 

Thank you and best regards

Walter / Stefka

Link to comment
Share on other sites

  • Reputable Contributor
On 8/25/2025 at 1:44 PM, Stefka said:

Hi to @AbnRanger

I would highly appreciate if a high ranked member could do this. 

Thank you and best regards

Walter / Stefka

Done. :good:

  • Thanks 1
Link to comment
Share on other sites

  • Advanced Member

Some suggestions for devs:

1. Paint room/Sculpt room - separate panel for sculpt layers. Keeping paint layers and sculpt layeers together gives a messy outcome really fast.

2. Retopo/Modeling

a. Brush tool - prevent it from picking every visible polygroup. Pretty annoying when you try to adjust one polygroup and it's picking every visible group.

b. Relax tool - same as brush tool. Subdividing mesh works as expected, affecting only current polygroup, but when you hit Relax, it's affecting all visible polygroups. 

    I need to check if it also influence hidden polygroups. 

  • Thanks 2
Link to comment
Share on other sites

  • Advanced Member

UNCHECKTHIS.thumb.jpg.761e18163fda3443c14ef80c438ba4fa.jpg

 

the brush tool , make sure this box is unchecked and it wont interact with other polygroups ...

  • Like 1
Link to comment
Share on other sites

  • Advanced Member
Posted (edited)

this also applies to most of the tools too, as for layers and sculpting , they are separate and can even be moved or removed ... 

Edited by Elemeno
Link to comment
Share on other sites

  • Advanced Member
8 minutes ago, Elemeno said:

UNCHECKTHIS.thumb.jpg.761e18163fda3443c14ef80c438ba4fa.jpg

 

the brush tool , make sure this box is unchecked and it wont interact with other polygroups ...

Oh, yeah, I've missed that setting...

  • Like 1
Link to comment
Share on other sites

  • Advanced Member
7 minutes ago, Elemeno said:

this also applies to most of the tools too, as for layers and sculpting , they are separate and can even be moved or removed ... 

Separate, as separate panels - now it's pretty easy to mess painting and sculpting.

Link to comment
Share on other sites

  • Advanced Member
4 hours ago, Mihu83 said:

Separate, as separate panels - now it's pretty easy to mess painting and sculpting.

not 100% sure what you mean, have you got an example i can look at ?

Link to comment
Share on other sites

  • Advanced Member
10 hours ago, Elemeno said:

not 100% sure what you mean, have you got an example i can look at ?

You have one panel called Layers, which combines both sculpt layers and paint layers, so when you have complexe models with tons of parts, it's very easy to make a mess. Yes, you can group, make folders, etc., but that still isn't very convinient.

Link to comment
Share on other sites

+1

Work as similar as Mudbox layers will be a great addition

mudbox.png

  • Like 1
Link to comment
Share on other sites

  • Advanced Member
42 minutes ago, Carlosan said:

+1

Work as similar as Mudbox layers will be a great addition

mudbox.png

this would also be nice for sculpting objects and polygroup 

Link to comment
Share on other sites

  • Advanced Member
1 hour ago, Carlosan said:

+1

Work as similar as Mudbox layers will be a great addition

mudbox.png

Yep, that would be nice.

Link to comment
Share on other sites

  • Reputable Contributor
3 hours ago, Mihu83 said:

You have one panel called Layers, which combines both sculpt layers and paint layers, so when you have complexe models with tons of parts, it's very easy to make a mess. Yes, you can group, make folders, etc., but that still isn't very convinient.

You already have that in the LAYERS panel. It contains DEPTH, COLOR, GLOSSINESS, and METALNESS information, so it is both for SCULPT and PAINT information...and even better than that Mudbox example above, it keeps that information on the same layer, so you can simultaneously sculpt AND paint. In Mudbox, you could not. It was one or the other...not both. And you don't have to click the SCULPT/PAINT buttons above the layers, like you see in that example. 

mudbox.png

Personally, I would not want to see a hierarchy/outliner mixed in with the Layers panel. They are entirely separate functions and should be kept neatly in their own category (OBJECTS and PAINT/SCULPT LAYERS). This is how ZBrush and all other sculpting apps (besides Mudbox) handles them, also. What we need, IMO, is 1 single OBJECTS panel, with the different mesh types separated in their own section of the panel...just like the Tool Panel is made up of tool sections, that you can expand or collapse to conserve UI space.

  • Like 1
  • Thanks 1
Link to comment
Share on other sites

  • Advanced Member
2 hours ago, AbnRanger said:

You already have that in the LAYERS panel. It contains DEPTH, COLOR, GLOSSINESS, and METALNESS information, so it is both for SCULPT and PAINT information...and even better than that Mudbox example above, it keeps that information on the same layer, so you can simultaneously sculpt AND paint. In Mudbox, you could not. It was one or the other...not both. And you don't have to click the SCULPT/PAINT buttons above the layers, like you see in that example. 

mudbox.png

Personally, I would not want to see a hierarchy/outliner mixed in with the Layers panel. They are entirely separate functions and should be kept neatly in their own category (OBJECTS and PAINT/SCULPT LAYERS). This is how ZBrush and all other sculpting apps (besides Mudbox) handles them, also. What we need, IMO, is 1 single OBJECTS panel, with the different mesh types separated in their own section of the panel...just like the Tool Panel is made up of tool sections, that you can expand or collapse to conserve UI space.

So polygroup,voxel etc all one list , if so yes i would also prefer this.

Link to comment
Share on other sites

  • Advanced Member
3 hours ago, AbnRanger said:

You already have that in the LAYERS panel. It contains DEPTH, COLOR, GLOSSINESS, and METALNESS information, so it is both for SCULPT and PAINT information...and even better than that Mudbox example above, it keeps that information on the same layer, so you can simultaneously sculpt AND paint. In Mudbox, you could not. It was one or the other...not both. And you don't have to click the SCULPT/PAINT buttons above the layers, like you see in that example. 

mudbox.png

Personally, I would not want to see a hierarchy/outliner mixed in with the Layers panel. They are entirely separate functions and should be kept neatly in their own category (OBJECTS and PAINT/SCULPT LAYERS). This is how ZBrush and all other sculpting apps (besides Mudbox) handles them, also. What we need, IMO, is 1 single OBJECTS panel, with the different mesh types separated in their own section of the panel...just like the Tool Panel is made up of tool sections, that you can expand or collapse to conserve UI space.

I was focusing only on "Layers display" section(Sculpt/Paint), though I'm not a Mudbox user and it seems like it works in a different way than I was expecting, so... I still think, Paint Room should have separate panel/tab for Sculpt and Paint layers to avoid one big mess.

Don't know if I understand your idea of combining Objects into one panel, because it sounds to me like even bigger mess, especially with projects that contains over hundred of objects, but then again, as I have said, I might not see it clearly.

Edited by Mihu83
  • Like 1
Link to comment
Share on other sites

  • Advanced Member

Question to 3DC users - anyone noticed issues with symmetry and primitives/objects placement?

Whenever I add an object/primitive to the scene it seems ok, but when you choose transform tool or try to make symmetrical changes, it's never in the center, it's always off (more or less)...

Link to comment
Share on other sites

  • Advanced Member
18 minutes ago, Mihu83 said:

Question to 3DC users - anyone noticed issues with symmetry and primitives/objects placement?

Whenever I add an object/primitive to the scene it seems ok, but when you choose transform tool or try to make symmetrical changes, it's never in the center, it's always off (more or less)...

i thought i was doing something wrong yesterday lol , yea specifically for me it was radial symmetry was off ...

Link to comment
Share on other sites

  • Advanced Member
1 minute ago, Elemeno said:

i thought i was doing something wrong yesterday lol , yea specifically for me it was radial symmetry was off ...

Yep, I was thinking the same, but nah, there is something messed up and it's there for quite some time. I've had a project, quite complicated one and I've noticed this on a very advanced stage... long story short, almost everything was off-center.

Link to comment
Share on other sites

  • Advanced Member
13 hours ago, Mihu83 said:

Yep, I was thinking the same, but nah, there is something messed up and it's there for quite some time. I've had a project, quite complicated one and I've noticed this on a very advanced stage... long story short, almost everything was off-center.

you can choose " pick from bounding box" inside the symmetry options and that should fix the issue , its not my meshes origin though or anything like that ... its a strange onne

Link to comment
Share on other sites

  • Advanced Member
34 minutes ago, Elemeno said:

you can choose " pick from bounding box" inside the symmetry options and that should fix the issue , its not my meshes origin though or anything like that ... its a strange onne

Yep, I know about that, but no, that doesn't fix the issue. I'll put some video a bit later - with simple primitive off-center isn't big, but further into project it will pile up and constantly fixing that sh*** during sculpt process isn't nice( to put it mildly).

Also, there are couple of thing I really hate in 3DC:

1. When 3DC is switching symmetry type by its own.

2. When 3DC is automatically changing tools between objects in Sculpt Tree - damn annoying.

Oh yeah, I'm also waiting for a fix in Vox Layer tool and Curve tool, which are broken for a long, long time.

 

Link to comment
Share on other sites

  • Advanced Member
2 hours ago, Mihu83 said:

Yep, I know about that, but no, that doesn't fix the issue. I'll put some video a bit later - with simple primitive off-center isn't big, but further into project it will pile up and constantly fixing that sh*** during sculpt process isn't nice( to put it mildly).

Also, there are couple of thing I really hate in 3DC:

1. When 3DC is switching symmetry type by its own.

2. When 3DC is automatically changing tools between objects in Sculpt Tree - damn annoying.

Oh yeah, I'm also waiting for a fix in Vox Layer tool and Curve tool, which are broken for a long, long time.

 

the vox layer tool has been broken since 4.2 i think , i think thats when i started using 3dcoat hopefully one day it becomes more stable 

Link to comment
Share on other sites

  • Advanced Member

Hm, I also have some performance issue with 3DC on Windows 11... don't know what is going, never had issues in Windows 10.

Ryzen 9 5900X, 128GB RAM, RTX4070 12 GB and fps in viewport are all over the place. With 70 mill project(multiple parts) it varies from 13 to 40 something fps and the viewport stutter at times... damn, alway something(vertical sync disabled). I've made fresh GPU drivers installation and same sh***. On Windows 10 it was smooth as butter.

V4.9.72 gives me stable fps in a range of 45 to 50.

 

Edited by Mihu83
Link to comment
Share on other sites

  • Advanced Member

Here is a video of symmetry and objects placement issues.

Now, that's only simple object example, but it's getting worse with more complexe shapes and it's not getting away - symmetry in my current project(can't show it) is getting screwed all the time and I need to check each time for all objects before I make any changes.

 

  • Thanks 1
Link to comment
Share on other sites

  • Advanced Member

vox tools has an issue , it doesnt respect ignoring back faces so if you smooth while using a any vox tool it just absolutely destroys the mesh, 

 

flatten or scrape , there isnt a good flatten tool for 3dcoat , you can never get a good result using them 

pose tool , smoothing doesnt work as fast or well as it could , can there be a better smoothing or faster smoothing so that using a pose tool does create sharp edges when distorting it 

 

plus anything above 2 million polys is becoming a massive performance issue 

Link to comment
Share on other sites

  • 2 weeks later...
  • Advanced Member

I was trying to use the shapes on the 'E' panel.  They're supposed to rotate if I hold the Alt key, but I'm not getting this behaviour.

Anyone else?

Cheers,

 

  • Thanks 1
Link to comment
Share on other sites

yes, it is a know bug fixed on version 2025.11 (will be released soon) roll back to earlier version to avoid this bug
  • Thanks 1
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

×
×
  • Create New...