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    • I want to give a detailed answer to this question. While working on my character, I formed a mixed opinion about 3DCoat. After doing some research on the history of Pigway development, as well as being your user for about 0.5 years and a paid customer for 1 year, I am pessimistic about the license renewal. Because I am almost sure that what I will write below you will not implement in the coming years and especially it will not be done in 3DCoat 2025 because 2025 is already here, so you do not have time. But you asked the question, so let's get started I have divided the factors into three categories: Key Features (72%) Here are the key things for me that will convince me to renew my license. Linux and graphics tablet support I am a Linux user, Linux is my main working OS. One of the reasons I bought 3DCoat is the Linux support. 3DCoat has been transitioning to GTK3 for a year now. The current version 2024-28-2 is not workable, and my graphics tablet does not work with it. 3DCoat 2024.06 does not work properly with modern Linux operating systems (including Ubuntu). Also, this version requires additional settings from the terminal to make my graphics tablet more or less work. I do not like this. Programs such as Maya, Blender, Mari, Substance Painter/Designer (steam Linux version) support my graphics tablet out of the box without any additional settings. Painting Room I'm not going to say anything new here: non-destructive workflow like in Painter, adjusments layers. Levels, Curves for mask adjustments. An interesting fact is that the first written request I found for these features was dated 2018. 7 years later, Pigway has not made any changes in this direction. https://3dcoat.com/forum/index.php?/topic/21935-request-adjustment-layers/#comment-150890 Personally, I would like to have an improved HDRI and light baking tool as it is done in Substance painter, where everything happens in real time. In 3DCoat, this process is less convenient and slow. I use this tool for stylized texturing without traditional hand-paint. Baking. I had problems with baking overlapped UV, so I made a bug report. Also, I would like you to add anti-aliasing samples for the normal map. All your maps such as curvature, AO, thickness and others have this option, but the normal map does not, what the hell. Improved drawing system. I really like the way Krita brush system is implemented, it has a library of various tools that imitate real artistic tools. My favorites are the blending tools such as “Blender Smear” and “Wet knife plus”, which allow you to mix colors. Technically, it's a combination of smudge and blur, but their algorithm is better and gives a more beautiful result. By the way, Gimp also has a similar technology, it's called “MyPaint”, I leave some screenshots. Sculpt room Good news - This is the best that 3DCoat has to offer Bad news - Yes, this is the best that 3DCoat has to offer                                                                   ©@Grakino This is how I can describe this room. To be honest I didn't test it enough to describe a major problems or missing features of this room. I really like what I have already learned and practiced in this room. The Sculpt room has set the standard of quality that other rooms simply cannot match. I have found some bugs and shortcomings in the sculpt room, but overall I like everything about it. I need more time to study it to form a more objective opinion about it. This is my ZBrush alternative for this year. For me, the Sculpt room is a key component of 3DCoat, and any improvements to it will be welcomed and will influence my decision to renew my license. Partially influence my opinion (26%) Here are a few things I would like to see you improve, but still not major for me to renew the license. Retopo room I made a video about this room, where I gave my opinion about it in detail. Here I'll leave short theses. There are a lot of bugs and flaws. The most buggy were smart retopo and smart extrude. In the process of retopology, I was forced to abandon them just to finish my work. I hate poly groups. I absolutely do not like the way you made poly groups tab, especially in comparison with sculpt tree. This room doesn't have everything that Sculpt tree has, namely: parent-child groups, selecting multiple poly groups via shift key, poly groups don't have their own local transform (pivot), when you right-click in the context menu there is only one option “set color reference” - and that's it?! And many other things that I described in the video. After Sculpt room, I really felt the loss of 3DCoat's quality. UV and UV Room Your UV room is not capable of handling both pain objects and poly groups. With this issue, you have confused me and many other users about where to do UV scanning. Good thing there are tutorials on YouTube. UV unwraping is simply worse than your competitors. For me, the key problem was that all the tools in the Commands tab work with the entire UV. I can't do Unwrap, Pack, or Scale with selected UV points or islands. Your UV needs more flexibility, because I can't make the UV unwrapping gradually at the moment. I have to do all UV seams for the whole model first and only then I have to do Unwarp, otherwise I will have one island that is nice and the rest is a mess. I can't mark seams in UV Preview. It is also quite limited in use than 3D Viewport. The strange thing is that there are things I can do in 3D Viewport that are not available in UV Preview. In short, when you created UV Preview, you literally meant a Preview, not UV Editor. Fix UI & UX mess I have partially touched on this topic in my videos. I'm not the first one to talk about it, so I'll describe a few illustrative moments. Baking. We have Bake in Retopo/Modeling rooms where we can bake only normal map. We have Baking tools in Painting rooms, namely: Bake menu in which we cannot bake, we can re-bake. And we can make copy of paint object and move it to sculpt object, what? Textures -> Texture baking tools to get projection of maps. Edit -> Light Baking Tools where we can do baking, I'm sorry “Calculating” of other maps, except AO it has its own menu. Edit -> Calculate Oclusion -> baking calculating AO only. Edit -> Bake Calculate Curvature - just in case if you can't find it in Light baking tools, developers made copy here. Symmetry. We have the symmetry in the symmetry menu - everything is fine. We have symmetry in the top symmetry menu, which can enable/disable symmetry and open the symmetry menu. We have apply symmetry in the Mesh menu. We have Virtual Mirror Mode which is found in the Mesh menu and which will not work until you enable symmetry in the symmetry tab. Smart Retopo - it has 9 modes, 3 original, and 6 buggy copy of exist tools, why? All 9 tools have built-in hotkeys that you cannot change. Why? You can't do UV in the UV Room for poly groups. This is a violation of the 3DCoat philosophy that says each room has a role to play. One of the problems with developers is the unhealthy tendency to break, copy one idea, one technology into several parts and scatter them in different places in the program. Almost no influence (2%) Things that will not convince me to renew my license. Unless you surprise me. Modeling room - a stillborn room, not suitable for more or less serious projects. I don't want you to waste your resources on fixing it. At least in the coming years. You have higher-priority rooms. CAD room - it has a risks to repeat the fate of the modeling room. It's better to use your resources to fix the Retopo room. Render room - it is simply worse than the competition, I have nothing to add. It is good for showing intermediate results to the client. You can't make a live render for publishing on the site (like Sketchfab, Marmoset), you can't render animations (like Sketchfab, Marmoset, Arnold, Vray, Cycles, Redshifts and tons of other render soft). In short, I don't take this room seriously and I don't want you to waste your time on it. Photogrammetry room - I didn't use it. Tweak room - i made a tweak in Painting room. Never use it. Also i think painting objects should be as reference of polygroups, not as independent 3DObjects. Paint in Painting room, Tweak in Modeling room. Factures room - didn't use it. Simplest room - didn't use it. KitBash room - didn't use it. 3DPrint room - I don't have a 3D printer. Usually, they have their own software for printing, which will objectively work better because of the close integration with their hardware. Nurbs room - I played around a bit, but didn't use it.
    • Hello! Have you changed this setting?
    • Ting Yue shared the process of creating an imaginative concept piece that combines European castles with traditional Asian architecture, blending them harmoniously with Blender and 3DCoat.  Read here: https://80.lv/articles/fusing-european-asian-architecture-for-a-stunning-fantasy-city-concept-in-blender/
    • Sorry if it's a badword question, but in the past you got the tool options by the tool when you click on it, now i only seem to get the options when i press TAB (im sure there are other ways to make them appear also) I'm just wondering if this is an intended behaviour of modern 3DCoat or if there is something up with my installation of 3DCoat?
    • 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?
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