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    • Carlosan
      Testing version and... Successful ! (thanks !) Import as OBJ is working fine. As fbx = no result sidenote: No paintintg object was created * scene used for the test is attached uDims.rar
    • Carlosan
      Yes, also Relocate 3DCoat's data it is not working I created two folders in //documents, one for the vanilla 3DC version and another for the NG version, but when opening any version, it always use the last folder selected. The folder selection is not saved independently for each version.
    • carrots
      Please let us know if the brushes you need are working again after deleting the "3DCoat" folder from your Documents. We may need to create a separate folder for the NG version to avoid conflicts with previous versions.
    • Elemeno
      been bringing this up since v4.9 not a single person has given a damn this far , ive waited nearly 6 yeaars for these to be fixed , i recently put a message on the gpuppp thread asking if they was going to fix sculpting but i dont think they have anyone working on it currently thats why only texturing and modelling have any updates 
    • captainbuckfish
      Doing a complete removal of all preferences to see if this repairs things. I recently tried the Beta version to look at the node workflow so maybe this has messed things up? Anybody else having similar issues?
    • captainbuckfish
      Paid for new version so upgraded to 2025.17 and now cant work 3dcoat like before. Pinch brush not working as before, one of the most useful brushes now completely useless. Flatten brush changed in voxel mode feels different and again hate the result. Clay brushes feel different and dialing in settings to get the result I want is difficult. What did you change?  How can I remove the space bar search option? Before I hit space bar and then number keys assigned to my most used tools. Now I press space and it goes into a search bar, I dont want this function so how can I disable it (the upgrade info says its possible).   Not happy really, enjoyed sculpting in 3dcoat and recommended it to others but now feels totally different that I am considering going back to zbrush. Sad.
    • Carlosan
      Hi @carrots    I was testing the workflow (trying to solve another issue with vertex source position) Please check I/O steps here https://3dcoat.com/documentation/2024/06/13/daz-genesis-models-into-3dcoat-for-texture-painting/ * DAZ and Character Creator use uDim for the body and multimaterial for the face UV. The problem here is that the DAZ/CC model contains both material groups and UDIMs and 3DCoat is somehow confused when exporting the mesh even though the textures export fine. //edit In RizomUV, UV groups let you organize and pack related islands together, making UDIM workflows highly efficient. You can manually create groups or let the software automatically distribute group contents into specific UDIM tiles using the RizomUV 2025 Pack Groups to Tiles feature.
    • carrots
      Please give this version a try; it includes a new menu option for automatically loading UDIMs. If you still encounter any models for which this doesn't work, please send them to me, and I will attempt to refine the function so that it can read them correctly.Regarding the import of models from DAZ Studio, I plan to create soon a separate Python extension. This would allow for a robust implementation capable of importing a wide variety of models, while also enabling users to customize the plugin to suit their specific needs. https://drive.google.com/file/d/19SluS3yAWRXizphEOi3lhxIooOWI9BiV/view?usp=sharing I tried this on the blender model "Monster - UDIM" (author Daniel Bystedt) and it works for me.
    • Kayess
      Is there a way to tesselate the whole mesh (evenly) without having to voxelize it first? Thing is when voxelizing, some thin details get lost and overall details are a bit to "soft". Right now, I am handpainting "tesselation" to a model to make areas with some larger tris more.. well tesselated. I am looking for a way to tell 3DC "tesselate all not so tesselated ares to be more tesselated" (but not too much) Would be nice to have some kind of function to only tesselate areas/tris that are above a certain threshold. Or tell 3DC "unify all tris to the median tris size" or somthing like this. (Kind of Re-mesh) This would save lots of time, when cleaning up 3d scans.
    • Carlosan
      On version 2026 this is not working as expected this issue was reported here https://3dcoat.com/mantis/view.php?id=2089
    • scatterbrainart
      Boosting this post. I'm having the exact same problem.  
    • Mihu83
      This in and out of model situation will happen only with "new" 3D-Coat api, it's ok with V4.9 api selected in Preferences, but V4.9 have different issue - after set up in 3dconnexion app, it will work in ortho, but in perspective it will be too sensitive. Yeah, hopefully it will be fixed in near future.
    • AbnRanger
      Yeah, I reported an issue with inconsistent/different camera positions between Ortho and Perspective before, but it never got addressed. When switching to Perspective, a lot of the time I would be inside the model when in Orthographic mode, I was well outside the model. Hopefully that will get fixed whenever Andrew is able to get around to updating the 3dconnexion support.
    • Carlosan
    • Mihu83
      Also, I would like to see(finally) some fixes/improvements for Curves tool, as it's a mess for years now.
    • Mihu83
      I've checked couple of old drivers and same inconsistency between ortho and perspective happens, so that is not only 3dconnexion issue. Something is messed up on the 3D-Coat side, which I was assuming anyway, because my issues with 3dconnexion devices and 3D-Coat going further than year or two.  By the way, old drivers does not work with ZBrush, which I also assumed, so that is a no go for me.
    • Elemeno
      SO MANY AMAZING FEATURES COMING THROUGH!!! can i ask if sculpting will see any love during these updates? the brushes still feel off , sculpting isnnt as great experience as i would like.
    • Carlosan
    • AbnRanger
      This was reported and fixed in the latest 2026 GPU build (03) 
    • AbnRanger
      This should be implemented now, in the latest 2026 GPU build (03)
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