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    • looks as a model with low density try selecting a brush with sharp border or change stroke to box selection
    • Hi there! Help please. Why when i am using the pose tool the selection edges are so soft, i want them to be sharp, where can i control that? (2 images attached ) Thanks
    • Which one is the chisel brush
    • Had the same issue. New file didnt work, but I right clicked the buildup tool from the left menu and clicked "restore default" and that fixed it for me. Hope that helps!
    • Thank you Create a specific post about this it's a good idea, but at the same time it's a lot of work. It's not just write about it, but also show the process, make a lot of screenshots, and I would like to show a few short videos about some aspects. I like this idea, but I can't promise you anything. I need to think about it.
    • @Grakino You are a crack man! from sculpt to paint!! Can you create a specific post to talk about all your process?? I want to know more about all your process! Because this is the first time I see a stylized character from scratch for production in 3dcoat.
    • Most part of texturing done, but there are still things to do.  
    • UV's UDIM creation. Plus, it would be huge if it had better packing features, such as those in uvPackmaster 3 - a Blender addon that has a Group to Tiles function which allows UV islands to be grouped & from there, they can be assigned any number of UV tiles. Paint Room Non-destructive workflow Better handling of transparency and no more messing around with Layer 0 - And not just limited to a per object basis  Greater range of Procedural type noises & be able to use as filters on a per layer &/or per Folder basis Be able to select a folder of layers and create a smart material from that Gradient Tool  - atm, it's a bit global - everything above/everything below the pick points - needs better controls to fine tune where the gradient is applied Blur Tool, with directional option. Non destructive Curve Tool Curvature/AO Baking - SP has anchor points so that a smart material/mask can read not just the baked curvature map but also any Height detail that's been applied. Currently in 3DC, I found the only way is to add Normal/Hgt detail first & then bake an AO/Curvature map - would be nice if there was a similar Anchor Point system in 3DC I love 3D Coat but as my texturing skills improve I'm finding myself getting more & more frustrated with 3D Coat & then eventually switching to Substance Painter - which is such a shame because as another user said in this thread, 3D Coat feels like Home - it does for me too.  I don't feel the same about SP at all, in all honesty, I'm a reluctant user of SP.  However, although I've had a 3DC license since 2017, I'm not sure that I'm going to continually upgrade when I can (for the moment, that is) buy SP on Steam & have all the texturing tools I need  
    • I think it's safe to assume now that this is nothing they're going to change?
    • Well!  I will say, that last year I really made the biggest effort of my art journey to try and stay INSIDE 3DCoat for the whole creation process, which (in my case is concepting and game asset creation, so both are important for me) I like to be able to create 3D maquettes of anything (environments, characters, you name it) and if I like something too much, I'd like to optimize it and texture it to make it an excellent game ready asset, just in case. I use Sculpt, Retopo, UV and Painting room 99% percent of the time, and I very much loved that we got integrated Photogammetry room as well.   Paint room: I too would love to see the texturing get a bit more closer to what substance has (non destructive workflow wise) but I love lots of the tools we already have in the Paint room. 3Dcoat is my no.1 texturing app. For example, I'd love to create perfectly tiling material variations, right now the tile feature in the paint room produces visible seams when calculating curvature, which is unfortunate and almost makes it useless.  Sculpt room: I would love to see just a few of those cool brushes that Zbrush has (with the same behaviour) that artists have been asking for - for a while now: trim smooth border and H polish. I would love to see a unified poly modeling room that doesn't hide certain tools, but encapsulates  all existing ones that involve traditional polymodeling, so basically, the Retopo, UV, and Modeling rooms could be streamlined into one room, where you could manage the whole process. A more intuitive way to send any piece of (retopo, or sculpt, or decimated) geo from one room to the other without remembering which menu has the command to do this. A robust blender applink, that favours a workflow for back-and forth itertaion between 3dcoat and blender. I've tried several times to use the applink, and it still feels shaky, but maybe I'm doing it wrong. The new CAD workflow is very exciting to imagine, I wonder how it will be implemented, and will it be streamlined for some kind of manufacturing process etc. Last but not least if Pilgway could hire someone like Anton Tenitsky (who did so much for the popularity of the app) who is NOT Anton, but as good  as him, and make an official tutorial, new feature series that follows development, that would be awesome. I write "NOT Anton" because he already did so much, maybe someone alse could help him out. Fresh top talent would be so good for expanding the user base. even Jama Jurabaev could do some stuff (if he even has time for this) etc.   Now as someone who deeply cares for what Pilgway stands for, I'm trying to do my small part to spread the word about how cool 3Dcoat is, I made 3 tips and tricks videos last year, but then had to stop due to realizing I need more in depth knowledge and more practice to be authentic. I've owned 3dcoat since 2010, and I'm still learning it, but it definitely feels like "HOME" for me even if sometimes I feel like it's a mess. At least it's my mess  And of course it isn't a mess, it's a fantastic tool that some times can feel messy.  So. God bless you all for creating this amazing tool. I'll be here to nudge you guys, but I don't think I'll ever push too hard for feature requests, I simply don't have the energy for that (ignore my wishlist above, they are just wishes) and I know development is tough, especially now. That's why I wanted to check out a roadmap, to see when I should renew.
    • Hmmm... that's what I'm usually using as well, don't know what is wrong. It keeps doing that with every project.
    • I’d like to see full UDIM creation support in 3DCoat. If I create a model in the Modeling Room or make a retopo for a sculpted character or prop and generate the UVs, I currently have to send the model to another software to create the UDIM layout and then bring it back to 3DCoat to start painting. Another feature I’d love to see is a non-destructive workflow in the Paint Room or  in general.
    • would love to see retopo room tools, sculpting room improvements , and texturing
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