I hate Y is up (I quit Unity a while ago so nothing I have uses Y is up). Blender Z is up and Rhino is Z is up (maybe I changed a setting though, forgot), Substance Painter I don't really notice if it matters though, and my final destination is Unreal Engine 5+ and Z is up. So, I am learning 3DCoat and I changed it to Z is up... but in 3DCoat it isn't really making Z is up all the time?
Example is I am in ortho mode and I go to the camera Front view in 3DCoat but it says it is the Right view and the gizmo looks upside down?
with Z up in 3DCoat: Front is Right, Right is Back, Back is Left, Left is Front, only Top and Bottom seems to work as expected I think the gizmo just isn't being updated as Z is up and thinks Y is up? but it is all very confusing along with 3DCoats' non intuitive UI (so keeping a theme)
Is this a known gizmo display bug or is this how 3DCoat just works?
Confused.
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 .
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
Hi Elemo, I noticed that the painting layers look different now, and I understand the excitement for big changes but it is complicated because it depends on the 3dcoat architecture. While small improvements are always welcome, I believe the focus should first be on improving the user experience (UX).
Why? Because although 3dCoat has a lot of powerful tools, it can be overwhelming for users to understand and navigate them effectively. For example, yesterday I was working with polygroups in the Retopo Room, but when I switched to the UV Room, my model disappeared. I couldn't figure out how to transfer my polygroups to the UV Room to create UVs. Each room feels like a completely separate entity, with no clear connection between them. This disconnect makes it challenging for new users to grasp the workflow and overcomplicates the pipeline for something as simple as creating a basic asset.
Additionally, the inconsistency in shortcuts across rooms adds another layer of frustration. For instance, I'd like to assign different shortcuts for modeling and painting tasks, but the current system doesn't seem to support that flexibility.
While the UI is not bad, it could definitely be refined with small improvements (as kaizen methodology). However, improving the UX should be the priority to make 3dCoat more intuitive and accessible, especially for new users as me.
This course covers scanning for photogrammetry from simple cameras to flash scanning. The methods and techniques found here progress from basic scanning to advanced scanning.
Scanning for Photogrammetry
The photogrammetry process is summarized as reconstructing a subject from digital images. Digital images are captured in a process called "scanning". The subject is scanned by taking digital images, using a digital camera, until every side, corner, and detail is captured. This course covers the basics of scanning for photogrammetry.
Purpose
The purpose of this document is to introduce the photographer or scanning team to photogrammetry scanning. The goal is to provide the knowledge necessary to understand and complete photogrammetry scanning.
Scope
The scope of this document includes specifics of photogrammetry scanning. For additional information, refer to the relevant photogrammetry document: Introduction to Photogrammetry Scouting Processing Laser Scanning Vegetation Scanning.
Audience
This document is intended for anyone interested in or already practicing photogrammetry that understands the advanced features and settings of digital cameras.
Course Notation
Throughout this course, information is marked by a note system. The notes found are marked by a distinguishable icon and are introduced by text indicating their purpose.
Note: Notes add additional information about a topic or include links to additional resources.
Caution: Caution notes indicate a potential for damage to equipment or to process result. These notes do not cover all cases or situations, but are intended to highlight the most common mistakes or potentials for error.
Knowledge: Knowledge notes indicate areas where experience or prior knowledge is necessary and often include links to additional resources beyond the scope of this course.
Course Contents
Course Overview
Scanning a Surface
Scanning Basic Shapes
Subject Size
Scanning Location
Modular Asset Scanning
Scanning on a Turntable
Scanning with Drones
Scanning Large Cliffs, Mountains, Buildings, and More
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so i made this object that needs to use transparency as its baked on to a flat plane. i thought i had to create or assign a layer as an opacity mask to get layer zero to not show up. that caused the preview materials to not display or display as fully transparent. so i removed any opacity "clip mask layer" info from that field and my materials previews worked again. so i was still wondering how do i get this layer zero to not ruin my opacity for this object. well i set its layer opacity in layer blending from 100 to 0. i then used the tracer lines 2 layer from the original bake as transparency for all other layers and i believe im good now with it. see image no. 4
for anyone in future do not assign a clip mask to a layer zero but instead just set the layer zero to zero percent opacity. i think....lol
Amazing! I've downloaded the latest version of 3dCoat, and there are significant improvements in both the UI and UX. If they keep enhancing it, more artists will be interested in learning the software, and the learning curve will become less step.
I hope developers work on improving the creation of pie menus. These types of widgets are highly flexible and provide a much better user experience.
tried past file on current stable build and problem is not happening....
so im more confused. the past file works fine the current reconstructed model file breaks the icon gen.
so something specific about this file or model is the problem even though reconstructed from exports.
im baffled ill try sharing my file