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    • Henry Townshend
      I can confirm that in Per Pixel Painting, Flat shade works flawlessly as always. Just in sculpting, it does not work anymore for me. I meanwhile downgraded several versions, but the problem still was there, which is very odd.
    • Mihu83
      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.  
    • Henry Townshend
      The problem further is that the exported color map also has this kind of shading in baked, which never was the case for me ever before. this should be a single flat color, but somehow has shading in it. Here's a screenshot from Unreal and the color map after import:
    • Henry Townshend
      Hello! I suddenly, seemingly out of nowhere, have a really strange problem with painting. First of all, my Flat Shade View seems to be broken. No matter what Shader I use, even a clean new Shader with just 1 in Opacity and nothing else other than a flat white color, the Flat Shade view does this strange thing of filling all with black inside the painted color, and, displaying a weird outline around the paint strokes. Also, the view is not flat color anymore, but shows the shadowing and shading, which I never encountered before. With my custom Matcaps however, the color gets displayed correctly, with no weird outline present. I never had this before. Maybe I just set something up weirdly/accidentally? Happens on any model I have tested. the ones form the Welcome screen ,and custom ones. So I reckon it's nothing to do with the model used. Please see these videos:     2025-09-03 17-30-49.mp4 2025-09-03 17-33-52.mp4
    • Carlosan
      Qt Is a cross-platform software development framework used for creating graphical user interfaces (GUIs) and applications that run on various operating systems (like Windows, macOS, and Linux) and embedded devices. It provides a complete set of tools, libraries, and design capabilities to build native-looking applications efficiently from a single codebase, making it a versatile and popular choice for desktop, mobile, and embedded system development.   - Qt for Open Source Development:  The Qt framework is available under both open source and commercial licenses. This dual-licensing model is based on the principle of quid pro quo – roughly meaning “something for something.”   - Download:  Download Qt for open source use.   - Qt-Guide:  A guide covering the Qt programming language including the applications and tools that will make you a better and more efficient Qt developer.  
    • Mihu83
      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.  
    • AbnRanger
      Thanks for that information. I'll give it a try.
    • castaneda
      Where are all the presets that use to be here? I need some scifi preset brushes for making things such as panel divisions or armor creases, ect.
    • dcl_07
      Yes, that's why I hope to achieve soft boolean effects under live boolean. This non-destructive method is of great significance to conceptual design. I hope 3dcoat can consider upgrading the live boolean function
    • Richard A.
      So after working with CoPilot "Adam" as I call him, it's been determined that this is a bug in 3DCoat that needs to be squashed.  I opened up Blender and with Adam's help got things set up to test out the maps and the OBJ and no artifacts are present  so this seems to be something going on within 3DCoat.  Sadly I'll have to close this up for now and move forward in Blender until this has been taken care of.  Adios!  
    • Carlosan
    • Carlosan
      Yes,  In 3D Coat, soft edges for live booleans are not a direct feature; you must first disable live booleans, then enable soft booleans through a right-click menu to create a more permanent result with bevels. 
    • yoohasz
      I'm trying to put out regular 3dcoat content while I can. I hope someone has some use for it.  
    • Richard A.
      Here is my current attempt and CoPilot's feedback on that attempt: Me: Just tried importing the head map after an export to TIFF format and nope, still the same exact artifacts. Thanks for testing that, Richard — that rules out compression and color profile weirdness, which narrows the suspects. Since the artifacts appear immediately upon import, and only on specific regions (face and a sliver of torso), we’re likely dealing with one of these deeper culprits: Possibility 1: UV Precision or Tile Interpretation Bug: 3DCoat may be misinterpreting subpixel UV coordinates near seams or high-density areas. The face map tends to have tighter UV packing, and if there's any floating-point rounding error, it can cause texture sampling glitches — especially on seams. What to try next: In your UV tool, slightly expand the UV islands near the artifact zones by 1–2 pixels. Re-export the OBJ and reimport into 3DCoat with “Import UV Tiles as UV Sets” checked. See if the artifacts shift or disappear — even a tiny change can reveal whether this is a precision bug. Possibility 2: 3DCoat’s Texture Cache or Preview Bug: Sometimes 3DCoat caches texture previews or misreads the texture resolution on import, especially if you’ve been working with multiple versions of the same file. Try this: Rename the texture file entirely (e.g., SkinHead_v2.tif) and reassign it manually in the Texture Editor. Clear 3DCoat’s temp/cache folder if possible. Restart the app and reimport — this forces a fresh read of the texture. Possibility 3: Hidden Geometry or Overlapping Vertices: Even if your UVs are clean, there could be hidden geo (like a duplicate face mesh or overlapping verts) that’s causing the renderer to sample the wrong texel. Debug tip: In your UV tool, isolate just the face mesh and export it as a standalone OBJ. Import that into 3DCoat and apply the same texture. If the artifact vanishes, the issue may be mesh-related — possibly a hidden duplicate or mirrored geo. Last-Resort Workaround: If none of the above work, here’s a brute-force fix: Import the texture into 3DCoat as a stencil. Use the Fill Tool or Clone Tool to manually repaint the affected areas onto a clean layer. Bake that layer down and export — this bypasses the artifact entirely.  
    • Richard A.
      I use CoPilot on a regular basis for all sorts of issues.  Here is a link to the conversation if you wish to see what "Adam" and I have been discussing about these potential bugs..   https://copilot.microsoft.com/chats/JHHm7cduaaknadtkTisLN
    • dcl_07
      This video demonstrates the functions of the two separately, and I hope to see the soft edge effect in the live boolean state, in a non-destructive situation, just like the effect I demonstrated in blender.
    • Carlosan
    • dcl_07
      The current live boolean always creates sharp edges. Is it possible to combine live boolean and soft boolean? What I mean is to add the bevel function on the basis of live boolean. This will greatly enhance 3dcoat's non-destructive sculpting, especially on hard surfaces.
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