Jump to content
3DCoat Forums
  • Posts

    • Elemeno
      i thought i was doing something wrong yesterday lol , yea specifically for me it was radial symmetry was off ...
    • Mihu83
      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)...
    • MJonathan
      Hey AbnRanger, Can you check if you have the QT extension enabled before running the app?
    • AbnRanger
      I bought the addon recently and today went to try it out, but after installing the 3dcpack file > restart the application > go to ADDONS > click OUTLINER MANAGER....3DCoat crashes EVERY single time.
    • Mihu83
      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.
    • Richard A.
      Oh and one more possible bug, I won't report any of these if there are fixes I don't know about but if they are I will report them.  This one is odd.  This only happens on the face map and a tiny bit on the torso map.  These artifacts DO GET exported on the map so I'm in Photoshop repairing them and sadly there was one that popped up at one point that was right on a seam so that was fun fixing that.  No other body part (limbs or genitals) does this happen to, mostly just the face and a tiny line like in the middle of the torso chest area.  I've double checked my obj and there are no issues with that nor holes or anything that I can see.  No inverted poly's either.    
    • Richard A.
      VERY useful.  Thank you so much.   I may or may not have found a bug while I was working yesterday in 3DCoat.  It's the most updated version by the way.  I imported all my UDIM texture maps and then created a blend layer to kill off any seams and other bits I wanted to blend or improve upon.  There are maps for the Head, Torso, Limbs and Genitals.  After a while I wanted to turn off the Limbs, well that turned off everything except for the Lips and the Genitals.  It seems that 3DCoat combined all the main texture layers into one layer.  I'm not sure I like that.  So if it's a feature I'd like a way to keep that from happening as there are times when the specific parts of the body I want turned off to save memory or what have you.  For decency sake I turned off the genitals but you can see where I'm trying to blend out that area on the Torso ....   
    • Elemeno
      So polygroup,voxel etc all one list , if so yes i would also prefer this.
    • AbnRanger
      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.  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.
    • Mihu83
      Yep, that would be nice.
    • Elemeno
      this would also be nice for sculpting objects and polygroup 
    • Carlosan
      Making a Cyberhand with the amazing concept Himesh Anand https://flippednormals.com/product/cyberhand-3dcoat-timelapse-48553
    • Carlosan
      +1 Work as similar as Mudbox layers will be a great addition
    • Carlosan
      meantime, clipping mask are useful ?  
    • Mihu83
      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.
    • Richard A.
      Hi, I have a figure with a map set up requiring a transparency map to be part of the whole of looking over things for seams and what not.  I can not find a way to incorporate that.  I've looked in all the usual places to import such a map but can't find it.  The figure is a human figure, it's using UDIM and this is for it's genital conformer in the pubic area.  Currently the outer part of the map is in the way and can't see past it to look at areas that need looking at.   I've tried all the other ways within 3DCoat to make this happen.   Watched an older video on how to go through Photoshop to try to get this to happen (too outdated and not helpful for what I'm wanting and needing within 3DCoat).  So it was suggested that I put this in this forum in hopes this can become a reality.   As replete with options that this program offers this one issue seems to be a show stopper for me right now.  I even tried setting up the conformer with a mask which I chose the trans-map but that didn't do anything and even tried selecting a clipping mask option, which by way of what it's supposed to do should work but it also doesn't do anything.  
    • Carlosan
    • Elemeno
      can we maybe get better painting performance? when im painting the fps drops to 15/20 fps ... i end up over extending paint lines etc ..   // sorry i thought this was on the 3dcoat feature request .
×
×
  • Create New...