Jump to content
3DCoat Forums
  1. Development

    1. Announcements and new feature demos

      This area contains official announcements from the Pilgway team

      823
      posts
    2. New Releases, Bugs Reports & Development Discussion

      This is a section of the forum specifically for final and beta releases and discussing new developments. Also to report any new bug found.

      49.8k
      posts
    3. 3.5k
      posts
    4. Coding Scripts & Extensions

      SDK, scripts & addons development.
      If you want to create or share custom scripts & extensions for 3DCoat, you can find the information here to do so.

      609
      posts
  2. General

    1. General 3DCoat

      Discussions related to 3DCoat, and also share ideas for improving the program.

      71.5k
      posts
    2. CG & Hardware Discussion

      CG meeting area. General Discussion, News, films, games discussions, etc.

      13.6k
      posts
  3. Tutorials, Tips and Tricks

    1. Beginners tutorials

      A Beginners tutorials for 3DCoat shared by the community.

      945
      posts
    2. Modeling

      Low Poly and High Poly modeling

      393
      posts
    3. Sculpting

      Tutorials related to sculpt process

      684
      posts
    4. 231
      posts
    5. Materials and Textures

      Information about materials and texturing with 3DC

      315
      posts
    6. Painting

      Tuts related to paint process

      541
      posts
    7. Photogrammetry & Scan

      Information related to Photogrammetry & Scan

      39
      posts
    8. General 3D and CG

      Learn from a range of 3D and CG tutorials.

      160
      posts
  4. Artwork

    1. Finished Projects

      Use this forum to show off your art work, ask for feedback, offer criticisms or write about your techniques and processes.

      17.3k
      posts
    2. 3k
      posts
  • Posts

    • Carlosan
    • Elemeno
      need a polish brush that works properly for polishing hard surfaces
    • stabbedbyapanda
      Oh ok, thank you. Do you know if this is isolated to just textura? or if its in 3D coat as well
    • Carlosan
      Hello This issue was reported as bug to developers. Thanks for point it up.
    • stabbedbyapanda
      Am I really the only person having this issue? Do staff or mods browse the forums to help people?
    • Carlosan
      DEVELOPER? HERE'S HOW TEXEL DENSITY CALCULATION IS DONE IN RIZOMUV As Rémi Arquier, developer of all things RizomUV puts it, Rizom UV calculates Texel Density for a square space on a square map, where the calculation is as follows: TD = (lenUV / len3D) * (mapRezH / tileSizeH). LenUV is the edge of a given element in UV space, Len3D is the same, only in 3D space, mapRezH is the horizontal map size, and TileSizeH is your desired horizontal tile-size . And then the final TD is calculated like using the following example: Suppose you have a cylinder 4 meters tall, and with a horizontal unwrap, so in UV space it has the length of 1 unit . If your horizontal map resolution is 4096, and your horizontal tile size is 1 unit, then you get TD = (1 / 4m) * (4096px / 1) = 1024 px/m , or, if you use centimetres:TD = (1 / 400cm) * (4096px / 1) = 10.24 px/cm For a rectangular map, the formula is the same, but set a value of 2,not 1 - like this: TD = (lenUV / len3D) * (mapRezH / tileSizeH) - and then TD will be calculated as TD = (2 / 4m) * (4096px / 2) = 1024 px/m ------------------------------------------------------- How to Calculate Manually (Scripting Formula) If you are writing your own script, the fundamental formula is: Texel Density = Texture Resolution (pixels) / Surface Area Lenght (Units) Example: A 1024x1024 texture applied to a 1m x 1m surface (100cm) results in 10.24 px/cm
    • TakashiNishikawa
      3DCoatフォーラムの皆さん、こんにちは。 3DCoatを使い始めたのですが、ビューの切り替えに戸惑っています。 他の多くのDCCツールと同じように動作するように設定できるオプションがあればいいのですが。 ぜひ実装してほしいです。 他のDCCツールと3DCoatの動作を示す画像を添付しました  。   //translation: Hello everyone on the 3DCoat forum. I've just started using 3DCoat, and I'm having trouble switching views. It would be great if there was an option to configure it to work the same way as many other DCC tools. I would really appreciate it if this feature could be implemented. (Regarding 3D viewing with other DCC tools)
    • Sal_GC
      3DC has always had good UV tools, but recently other DCCs have caught up and 3DC has let some stuff unattended. When doing UVs a texel density tool is very much needed and I hope some attention can go to this matter, what you propose of a more intelligent texel density tool is very clever, hopefully they could implement this in a single update, along with a more streamlined UDIM workflow. I am having a look at the API to see if I can try my hand at some simple texel tool at least, similar to addons found in the Blender  extensions portal, hopefully I can get around it soon enough. 
    • yoohasz
      No, it is understandable. You should be prompted to set a texture size for the biggest piece of unwrapped geo, lets say 4k for an elephants body, and then 3DCoat calculates that the surface are of the elephant tusk unwrapped is X the mesh size (bounding box or volume, whichever works best) is Y and the texture size for the elephant tusk should be 512 to be in the same ballpark as the 4k texture for the body. Etc. Elephant toenails (per toe island) would be 256 and so on.  
    • NickTyler3d
      You can see how it is made in RizomUV for example. It is pure UV editing program, and you normally don't load any textures into it, only geometry and UVs. It has 2 ways or workflows on measuring texel density. One is RWS (real world scale), in this mode UV islands are scaled accordingly to geometry real dimensions. For example cube with 1x1x1m dimensions will have UV islands of according 1x1x1 unit size. This is very specific workflow used in production and some rendering tasks, when you use tiling textures of specific sizes in real world units. RWS uvs are usually huge, and unusable for painting. So for that reason there is another workflow - virtual space. Where texel density is measured in relation to Texture size. For example you set in top toolbar that you want to use 4096px texture, set padding and border offsets, and after that you can use this as a measuring unit for all UV islands you have. It takes UV 0-1 space as 4096 px, and calculates what texel density your island have with given scale. You scale UV island up - texel density is increasing, you make is smaller - texel density is decreasing. This is very simple calculator, you don't need real textures, just setting what texture size you want to use. This maybe hard to understand from text, but you can check Rizom Texel density tutorials on youtube.
    • Elemeno
      Desktop 2026-04-27 16-24-27.mp4   Invert selection on pose tool is broken
    • stabbedbyapanda
    • Dmitriy Nos
      @tsuThere is no crash in the 2026 version.
    • tsu
      In the voxel tree, attempting to parent multiple objects at once by selecting them and dragging them together causes a crash. It works fine if you parent them one by one, but if you want to parent multiple objects at once, you have to change the parent using the right-click menu, which is a very inconvenient bug.
    • Elemeno
      4.9 had the fastest performance in sculpting , i know andrew was looking into it
    • Carlosan
    • tsu
      Wow! That's great. Thank you for your response.
    • Mihu83
      Done that not so long ago and didn't see any difference in performance or overall behaviour of the app. One thing, though, I think that Windows 11 adds to the mixture and 3DC performance was better on Windows 10.
    • Carlosan
      To create a brush from a 3D object in 3DCoat, import or sculpt a mesh, orient it (front view), and drag the layer into the Alphas panel or use the "on brush" import option to convert it into a 3D stamp. For best results, use Voxel mode and ensure the object is closed with no self-intersections. This video shows you how to create a 3D brush from a 3D object:  
    • tsu
      Hello. Is it possible to directly convert the voxel object I'm creating into a brush? It seems possible to convert it directly as a kitbash object, but what about as a brush? Please let me know if there's a way to convert it to a brush without exporting it as an FBX file first.
×
×
  • Create New...