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    • We got a pre release to try, Could you please beta test it ? Import on retopo/modeling, move faces using symmetry on - export to zb/daz -> look at for errors - Demo soldier = model for ZB test - gen3male = model for DAZ test Thanks //edit: I forgot to add the ZB/DAZ model w/polygroups Andrew answer: Hi! I made some changes, and now retopo/modeling exported mesh should keep the order, please check the 20-B2 build: https://drive.google.com/file/d/196T4Xb1FRNscySncqlfsbQjlOSRCtnf7/view?usp=drive_link DemoSoldier_1-ZB.obj gen3 male export.obj
    • As a side note too....personally I'd love a way to make perfectly symmetrical UV's and controlled island rotations with alignment. Comes in handy adding additional details in Photoshop for repetitive areas. 
    • Hi  Try uninstalling the old license first before add the new one
    • Hi Carlosan, Finished a product today so I can do some testing. I am going to rework an old freebie for the Genesis 8 Female. Step 1 - In DAZ I have removed the Horns and surrounding rings with the Geometry Editor from the existing product. Originally UV'd in 3DCoat they were on separate UVs Step 2 - Goz to ZBrush so I can quickly create polygroups. Step 3 - Export from ZBrush as .obj ( unfortunately GoZ won't send over a mesh to DAZ with polygroups.) Step 4 - Import in DAZ. Using Geometry Editor tools, I use the new polygroups to create new surfaces. Previously, the mesh only had two surfaces, one for the masks and one for the horns. But because I am removing the horns I have split the mask into the following groups: LI GorganMask 2024 - Mask Back LI GorganMask 2024 - Mask Front LI GorganMask 2024 - Stud Third Eye LI GorganMask 2024 - Studs Outer Now the mesh is prepped I re-export as an .obj using Surface Names. Step 5 - 3DCoat 2024.20 ( Edit / Preferences / Tools / [tick] Don't group vertices per objects in OBJ files (like ZB) Step 6 - Modelling Room / Import via [Entire Mesh] - please see ( Screenshot 01 ) So successful PolyGroups in 3DCoat. A useful function on import would be to allow the original UV mesh to be maintained while keeping the PolyGroups too. In this case I don't want to modify the UV's because I want the old textures to suit as well. Step 7 - Modelling Room / [UV] Mark Seams ( this opens up UV functionality and now I can select islands ) - Move Selected Faces to Another UV Set / Step 8 - Apply UV Set / Rename UV Set ( then I need to click on UV path to gain access to export options ) / Export  ( Screenshot 02 ) Step 9 - Import into DAZ Studio ( so far so great no scale issues ) - the PolyGroups remain, the Surface matches the UV ( Screenshot 03 ) From here, I just need to go back into Geometry Editor and recreate new surface groups from the polygroups. That way users can use one UV map and textures but modify each region surface colour or add different materials. --------------------------------------------------------------------------------------- So everything working great so far....but I still run into that one small issue. The original mesh that is still sitting in ZBrush - if I use that to create some morphs and try and apply that to the new mesh exported from 3DCoat ZBrush to DAZ it will not recognize the new mesh. They have identical vertices / poly count. ZIP File attached: LI GorgonMask 2024 ( exported from DAZ ) LI GorgonMask 2024 3DC ( exported from 3DCoat ) It's minor thing right now because all I need to do is send the new mesh to Zbrush and create morphs from that. Here's where it could become a problem though. I have been working on an Ultimate Hair Skull Cap for Genesis 9 that has a whole bunch of morphs that allow for the hair that is fitted to be further adjusted along the scalp, slide morphs. Lets I wanted to update the UV I am stuck ( not saying that would happen in this case just an example ) Can you see any flaws in my workflow...what have I missed? If I re-imported the original exported mesh from DAZ back into DAZ the morphs will work. Just something happening to the exported mesh from 3DCoat. LI GorgonMask 2024.zip
    • Hello, Today I have to use substance painter to get a better Normal map and General Baking. Here are two screenshots, about the same mesh model, Made in Marvelous designer. In 3Dcoat, the buttons are rendered below the clothes, or not rendered at all, which is not right. In substance painter, it's clean.  
    • many unexpected things are happening, some of them stop me from completing my work Macos latest version m3 max 36gig 3dcoat 2024.17 3dcoatBug.mp4
    • Another small one, I bought 2024 last week, but still have the trial message:
    • Hi ! I just updated to .20, I see this bug: Every autosave will set the active Brush alphas Tab to the default one. (instead of the one I selected like bark, cloth ect.. Thanks !
    • I try to paint basic color in a voxel floor to separate it from the tree The floor is on separate vox layer  If i press on any widow in OS or just click on random things in 3dcoat the brush will disappear and i cant paint no matter what i do. Only re-open the app will allow my to have a brush again. Macos latest version m3 max 36gig 3dcoat 2024.17 Any predictions when it will be fixed? thank you
    • only sculpting which is great. Everything else is too complicated, bad UX, or just too buggy. Once i have a good sculpt i take it to other software for retopo,uv and paint the amount of bugs and difficult UX 3d coat introduce outside of sculpting is 4X longer. so in the time ill finish retopo or anything in 3dcoat i can finish all 4 stages on separate apps (blender (retopo), rizom (uv), marmoset (bake), substance(paint). the marketing promise of 3dcoat able to do all of them is not a lie, but the UX and stability and predictability of 3d coat in those areas are so bad that i dont think its doable in a reasonable time frame.  Modeling is an absolute joke. UX out of the 90s, they think its photoshop, you deselect with ctrl+d.  This is what happen when developers are hard - headed and refuse to listen. 
    • CPU/GPU/AIO/SSD Cooler: DeepCool LD240 Review - APH Networks. Case: Cooler Master TD500 MAX Mid-Tower Chassis - TweakTown. Case Fan: Cooler Master TD500 MAX Mid-Tower Chassis - TweakTown. Headset/Earbuds: Logitech G Pro X 2 Lightspeed Review- Gamers only - Tom's Hardware. Headset/Earbuds: NZXT Relay Headset and SwitchMix Review- Innovative Convenience - WIRED. PC: Sunfounder Pironman 5 Review: Some Avenging Assembly required - Tom's Hardware. Printer: ELEGOO Mars 4 Ultra 3D Printer - Nikk Tech. VR/AR HMD: Sorry, VR: The Meta Ray-Ban Wayfarers Are the Best Face Computer - WIRED.
    • You can direct sculpt a quad mesh (painting at same time) and exporting layers as morphs painting on MicroVertex mode. It is true that the sculpture tools are more basic, but you avoid transferring to polypaint and then to textures. Anyway, I am not trying to convince you nor is it a talk about one soft vs another. 3DC has its pros and cons and it is logical that artists use different tools that best suit their needs.
    • If they don't deliver a proper quad only workflow, 3D Coat will stay irrelevant for some use cases and a whole market.
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