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    • Carlosan
      Jorge, try saving locally any difference ?
    • Elemeno
      107 million tris and it took 12 seconds , this was one object ,one layer no textures just the mesh
    • Elemeno
      ill quickly check mine ill do a 100m save quickly
    • Jorge Adorni
      Hi Elemeno The pc has an M2 drive. I save the files in the network, on a NAS over a 10Gb connection and Exos drives raid (+ssd cache).
    • Elemeno
    • Jorge Adorni
      Hello Im processing photogrammetry objects. The imported .obj files are 60M aprox, coming from Reality Scan. They are voxelized to a similar amount of triangles 70~80M. Around 10%~15% of the assets we process take an unusual time to save, around 1 hour or even more. The machine has 12Cores (24T), 64GB of ram. CPU usage of 3DCoat sits around 5~6%. RAM usage ranges from 25% to 50% and has activity. For the non-problematic assets, saving takes 5~10 mins or similar. The .3b file size is 700MB in general. Using windows 10, 3DCoat 2025.10. Please let me know any suggestions or things to try if you know. Thank you very much in advance Best Jorge
    • Elemeno
      hi just wondering... will you ever make sdf modelling inside modelling room? been using it alot lately and for hard surface and mechs its amazing!
    • fuma0114
      When using “Edit All Layers in Ext. Editor” and adding layers in the external tool (Photoshop) before saving, if a layer with the same name already exists, the newly added layer will not be recognized in 3DCoat. Changing the layer name will allow it to be recognized.
    • Carlosan
      The scale is 1000 because 3D Coat is using millimeters and Reality Scan meters. So going from 3D Coat to RC you need to multiply with 1000 to go to meters. Zbrush is not using real numbers for measurements.
    • Carlosan
      Godot Engine 4.5.1 maintenance release has arrived, bringing nearly 100 fixes to ensure a safe and smooth experience. Update: https://80.lv/articles/godot-engine-4-5-1-launched-with-nearly-100-bug-fixes    
    • Dmitriy Nos
      In 2025.11 the offset is in place.
    • Sal_GC
      Thanks! I resolved into just doing it that way. Overriding the UV map. I'll keep it mind for my next model.  
    • Sal_GC
      Hey there Wease! I have also encoutered this issue. Glad you brought it up. I did find this sort of workaround that proved very useful. In the upper right corner aside to the camera icon, near the action bar, I use the "custom menu" option to store that command there and invoke that menu via shortcut. Since I usually use it with the other options, it is easy for me to have them there all at once. 
    • Fei 01
      I could not find the offset button on the curves tree RMB menu, nor when I directly RMB the curve. I'm currently on version 2025.05. Thanks.
    • Elemeno
      walk before you can run , my approach when working with anything being organic or hard surface etc , i make the high poly (most detailed) first , i then decide how low poly i wanna make the final mesh and then go about retopologizing the high poly , once thats done depending on how my mesh is situated meaning am i holding anything or will anything cause were ambient lighting , if so i explode the mesh , basically you get everything ready uvmap done etc , then separate parts of the mesh and move them away from each other , that way when i bake them they wont collide with each other and give that (shadows where there should be none) look , after i put the low poly back together , then use the normal map ,  ambient map etc and then start my painting    if you wish to bake details you need a high poly mesh fore the low poly mesh to take data from and give you the normal map you wish .    hope this some what helped
    • Richard A.
      Hi, Sorry, life in the way here again. As mentioned I am going about this sort of backwards.  I have an older merchant resource set of maps for a 3D figure, there are allot of shadows where there should be none and other bits that don't look very good.  So I smoothed out the diffuse to blur it out and repaired all the shadowed areas (Imagine a torse, ab area, one side has no shadows, clean, nice.  The other side looks like the photo was taken in a room where the light casts a shadow on that other side. it was a mess.  It's fixed now.   But then I needed to go back in and put in all the detail info like pores but I decided to work on the specular / bump so I could work in black and white.  What I want to do is bake that info into the diffuse map in hopes of 3DCoat generating a clean Normal map.  I tried generating one with the old diffuse info and it was a pixelated mess on parts and other parts looked just OK.   I working with a low poly imported OBJ.  If I need to make it into a high poly OBJ , not sure how to go about doing that.  It would be nice to have an option to upscale it within 3DCoat.   Again, sorry for the late reply.  LIFE!  
    • Carlosan
      Evil_Weasel  Hi! A little report on Modeling/Retopo room. There is very often used command, to toggle low poly wireframe display ON/OFF, in 3ds Max we have it on F4, and I use it all the time. In Coat it is hidden in that drop down list, and when you hover over those commands, it shows standard tooltip - press END to assign shortcut, but it doesn't work for those commands in the list. Instead it creates shortcut for "choose checker style" which basically does nothing   So... You can't have a shortcut for Wireframe, which is very annoying in poly modeling.  
    • Carlosan
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