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      This area contains official announcements from the Pilgway team

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    3. 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.

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  2. 3DCoat

    1. General 3DCoat

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

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    2. Common workflow

      This subforum covers some typical workflows in 3DCoat, and how they involved the different workspaces/toolsets in the application.

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    3. Coding scripts & plugins

      SDK, scripts & plugins development. If you want to create or share custom scripts & plugin(s) for 3DCoat, you can find the information here to do so.

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    4. SOS! If you need urgent help for 3DCoat

       Any urgent matter that needs to be dealt with as soon as possible

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  3. Community

    1. CG & Hardware Discussion

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

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    2. Content exchange

      Have a Brush, Stencils, Smart Materials, Shaders, Extension, etc. you'd like to share ?
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  • Posts

    • I imagine that the fact that the brush returns to the default one when the command type is changed was a choice and not a bug, but if you don't solve the problem of the wrong size of the imported brushes it is very problematic. It seems very strange to me that no one points out this annoying problem, which has persisted for many versions.   Giovanni
    • Hi, the problem of the size of the brushes has worsened with the version of 3dcoatextura 2024.20, now in addition to the wrong size of the imported brushes, there is also the fact that if I change the tool (for example I use the fill) and then return to the traditional brush the "brush " that I had selected disappeared and the default one appeared, so I have to take it again and obviously its size is different from the gizmo. I used the trick of switching between the "brush" and "fill" commands a couple of times and the size eventually fixed itself, but now with this new bug I can't use it anymore.   Giovanni
    • Hello, I want to Export Albedo textures through Export/ColorAlbedoMap Without Padding. (Edit-Preferences-Padding->Never) I want to export textures with full transparent Alpha background in the blank space without UV information, Instead everytime I export the color Albedo textures, they are exported with a somewhat gray alpha value in those blank spaces, not being fully transparent. I tried .png .tga and .tiff and it's the same result. How can I export a clean texture with 100% opacity in the unused sections? Thanks!
    • In the latest Stable Build 2024.20 , the Tool Options windows is constantly re-appearing after closing it everytime you change a tool. It's annoying and it didn't happen in past versions. How can I deactivate that window? Thank you!
    • Keyboard: Keychron Q1 HE Review- The wireless HE keyboard you've been waiting for - Tom's Hardware. Keyboard: NZXT Function 2 review- making waves in the gaming keyboard market - PCGamesN. Laptop: Dell Inspiron 16 Plus 7640 laptop review- Small but important changes over last year's model - NotebookCheck.net Reviews. Misc: Sharge Shargeek 140 power bank hands-on review- Matte-black endurance - NotebookCheck.net News. Monitor/Projector: JMGO N1S Ultra 4K Laser Projector Review - A Powerful and Portable 4K Cinema - TweakTown. Headset/Earbuds: Sennheiser Accentum True Wireless review - GSMArena.com news. Headset/Earbuds: Razer Blackshark V2 Pro 2023 Edition Gaming Headset - Mad Shrimps. Keyboard: 7 Best Mechanical Keyboards (2024)- Tested and Reviewed - WIRED. Laptop: Asus ROG Zephyrus G16 (GU605) review- a sleek Intel gaming laptop with creator appeal - TechRadar. PSU: ENERMAX PlatiGemini 1200W PCIe 5.1 & ATX 3.1 Power Supply Unit - Nikk Tech.
    • can i see your shader graph? also are you baking for opengl .. ?
    • by Michael_Knubben Source...  This top section is where you’ll customise what the mousewheel does Here are my settings
    • Hi Carlosan, yes I always keep auto snap ON, as I might use the brush tool or anything to polish the retopo, I deactivate it in very special cases. I think Auto snap should have no relation to the baking process, if it has some currently. (it would be very counterintuitive, as when you click bake, you're not doing retopo anymore, you want your low poly to just stay as you finalized it.) A small issue I'm seeing is that any decimated fbx export seems to have totally broken split normals, it's easy to remove, reset, in blender, but I hope retopo obejcts do'nt get this kind of issue (I don't think so, low poly normals are clean), but sculpt obejcts exports always look like this:
    • I can confirm it was with the mask selected. ( Loving the potential workflow here  )
    • Did you send it with the layer selected... or layer mask selected? Bug confirmed, - sync it is not sharing layer mask... - edit all layers... it is working
    • Just some info regarding the Layer mask. So, I created a Dirt layer, then created a layer mask and then painted that mask using 'more on convex' - works great: But the moment I sync that one layer with Photoshop to make edits and send it back it corrupts the appearance/use. The result: ( and all I did was paint the white * directly onto that layer )  
    • source... CHARACTER BASES - FREE DOWNLOAD Discovering the optimal character base for 3D artists is challenging. Reallusion is democratizing the CC3+ character standard to expedite 3D character production. This initiative includes offering CC3+ character bases to everyone for free. Leveraging the comprehensive CC base mesh accelerates character design and improves animation workflows with precise rigging and skin-weights. For those already using Character Creator, rest assured that the same character bases are readily accessible in your character folder for immediate production. GET STARTED Register or log into your Reallusion account to access this free download. DOWNLOAD NOW Please refer to the End-User License Agreement (Section 5: Character Creator Base Model License) for the usage regulations and limitations.   INCLUDED FEATURES Five character base models, provided in FBX (fully-rigged), OBJ and ZTL formats, with accompanying texture files. Optimized topology, featuring uniform quad surfaces and anatomically optimized edge loops tailored for animation, morph design, and sub-divisional sculpting. Textures are provided in a UDIM layout, covering the head, torso, arms, legs, eyes, and teeth. Includes 150+ facial morphs designed for expressive and accurate lip-sync animation. (FBX file) Compatible with ZBrush, Blender, and other major 3D tools, with dedicated plugin support for seamless integration.
    • Oooh good question....this will add to my original response. ( Also this is turning into a very valuable thread for me as its helping me think about my workflow. ) ---------------------------------- For me, the biggest reason to use 3DCoat over the Zbrush workflow would be the ability to create a textures and a morph simultaneously. Example would the LI Skuttlebot - I created 7 individual damage morphs for it in ZBrush...but it's lacking because there are no textures to support it. If I wanted to, I'd have to export the out model each time and import for each one. Now, if I go in, and sculpt and paint that damage in, while creating a morph and a L.I.E. texture at the same time.....wow, how awesome that would be. ----------------------------------- Having the ability to open the basemesh ( or model that in 3DCoat, or retoplogize ) and UV map it ( with multiple UV's/UDIMs) Texture it while adding details. ( Micro details would be amazing ) I only found this tutorial recently. ---------------------------------- At the moment though, to create quick simple morphs to DAZ & ZBrush via GoZ is very efficient. As an example, lets say I am creating a scene for rendering and the clothing isn't fitting quite right. I can hit GoZ and send Genesis along with the attached clothing to ZBrush with deformations, sculpt and smooth that issue out on that piece of clothing. Then send it back as a corrective morph....super quick fixes. Now 3DCoat has a cloth tool....imagine being able to use that to create clothing morphs on the fly via a bridge. Another asset DAZ has is the bridge to Hexagon 3D - I've used this to create morphs on simple assets ( containers for my VDB Assets ) The problem was I had to keep creating duplicates of each mesh for the morph. I could have done this with ZBrush but I needed exact precision with numeric values for each panel placement: This is an area where Blender falls short too. Basically, if we could create morphs like this in 3DCoat's Modeling room ( with precision placement ) I'd be super thrilled....but emphasis on bridge tool to speed workflow. ---------------------------------
    • Yes please! Like you say the clone brush doesn't cut it when you need to 'heal'.
    • Thanks a lot Grakino! Very thorough description. After a bit of fiddling with the variables it finally works! I had to add the tablet name a first time before it revealed more input device names. One of the new ones revealed was the correct one. In my case  "XP-Pen Pen Pen (0)". Also for me adding the mouse device made the scroll wheel stop working inside 3dcoat - however leaving the mouse variable empty worked for me. Thanks again!
    • Hi Liok When you bake, do you have autosnap active?
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