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

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  • Posts

    • I can't get to this page. I know the page with old release exists because I've been there. Can somebody give me the adress? I think I've found a bug but I need to test it on old versions  
    • - zb to 3dcoat, 3dcoat to zb... the steps I posted above...is this process working as expected ? are polygroups i/o working ? - working like a charm, really good actually. ( Scale - Good / Polycount - Good / Polygroups - Good ) - the only other downside to working in the modelling room is the loss of many of the UV functionality  Which ones ? could you list please -- certainly, please see attached. Capture 1 & 2 is the functions in the UV Room - Capture 3 is the only UV functions I can see in the Modelling Room - Any morphs will need to be created based on the new mesh updated in 3DCHad you created morphs in zb before sending the model to uv mapping in 3dcoat? - Not in this case no, because I have learnt from past mistakes. I've realised that much of my time has been wasted by personally not nailing down a workflow. So I've been chipping away at that....
    • hmmm... thanks for the info, so I need to do more tests. question: - zb to 3dcoat, 3dcoat to zb... the steps I posted above... is this process working as expected ? are polygroups i/o working ? - the only other downside to working in the modelling room is the loss of many of the UV functionality   Which ones ? could you list please - Any morphs will need to be created based on the new mesh updated in 3DC Had you created morphs in zb before sending the model to uv mapping in 3dcoat?
    • Hi Carlosan, Higher up in this thread I experimented with Version 3d-Coat-V4_1-17D-64 on a simple cylinder test that seemed to work. The best recollection I had was when we were able to export meshes from the UV Room so I think that was version 4. Regarding "Do you have this option turned off ?" - I had experimented with both On & Off "Treat Retopo Groups as Materials " Awesome mate, this is good insight and information, thank you very much for reviewing the workflow. -------------------------------- Following your workflow certainly consolidates the process will save me time and gives me nearly everything I need. It Keeps Groups / I can Update UVs / Easy Export / Matches ZBrush... ( Polys and Points ) BUT unfortunately  the outputted mesh is dealing with the one main issue and that is DAZ Studio still does not recognise this new object as identical to the original and will not allow any morphs to be created (from the original). I am guessing this is related/caused by Vertices Order as everything else matches. All this means is I need to be careful with my workflow. Any morphs will need to be created based on the new mesh updated in 3DC. Also, the only other downside to working in the modelling room is the loss of many of the UV functionality. So if I want to manually make adjustments to the UV I will need to bake it. --------------------------------- With this method I couldn't find a way to export the mesh with "Use Source Positions". Even if I Bake it to the 'Paint Room' and then export with "Use Source Positions" still no good. -------------------------------- I think this is the biggest difference from the past. I/we used to be able to import mesh into the UV room, make changes and export it directly from UV room.  
    • this doesnt work ... it copies the polygroup but doesnt show anything  
    • On new versions Merge was renamed to Import. Also turn on Import to Separate Instances. Look on Tool options Look this thread, hope it help  
    • ZB demo soldier showing polygroups ZB Preferences import/export > Export Subgroups ON Modeling Room > Mesh > Import (I have set color reference manually pressing RMB over Polygroup layer) Use Scale master (Edit > Scale master) to upsize on viewport without loose original model size  Using UVpath you can mark seams easily on every polygroup Export the model (Mesh > Export) Import into ZBrush, no error popup. The model keep Polygroups and also Morph UV is working fine.
    • When in the past ( quite a while back ) I didn't have to worry about it. Which version, do you remember ? The name Polygroups on 3DC don't mean the same on ZBrush. On Paint room (after bake) Polygroups on Modeling room are Paint Objects. UVsets are Surface Materials   Do you have this option turned off ? Mat be it is better for your workflow import on Modeling room for UVs, later you can transfer mesh to paint room if needed. If your case is  "model in retopo room >  paint it in paint room (for only texture sculpting ) you don't need to bake maps at all (because there is no sculpt mesh) 3DC offer 2 options:  1. bake> retopo per-pixel (no sculpt mesh = no baking) 2. bake> update paint mesh with Retopo/modeling mesh (Polygroup).  
    • Have you seen this message sometimes? In some cases huge object still may be created in case of improper plane position. I can't reproduce it, but may it be the reason in your case?
    • Hi Carlosan, Thank you very much for the information and for the feedback. The funny thing is it was the one thing that I omitted from the workflow.  I was already able to re-import the newly updated UV'd mesh from 3DCoat and reassign the polygroups by: Auto Groups by UV ( it evens retains the original islands - well at least on the object ) Step 8 - import new UV'd mesh from 3DC into ZBrush - Auto Groups by UV ( this now becomes my new base mesh ) ------------------------------ It was this information I needed because now it confirms I am not doing anything wrong. "ZB vs 3DC polycount differs because both programs adds metadata to obj file format." "Group faces let to assign user-defined editing regions that can be used in Modeling and Sculpt mode, but since 3dcoat uses different mesh types in sculpt room and modeling/retopo room, that is not possible as I understand it." ------------------------------ I can get the current workflow working but I just need to jump through a couple of additional hoops to get it to work, when originally all I was trying to do is just update UV's. When in the past ( quite a while back ) I didn't have to worry about it. ------------------------------ In this Video below, at around the 6 min mark, Ian shows a way to create PolyGroups inside of 3DC: -------------------------------- "Will be nice if you ask to add it as feature request at support@3dcoat.com" Certainly....all I would ask for is an ability to import meshes exported from ZBrush, while maintaining it's polygroups structure without 3DC splitting the mesh, adding extra or altering the vertices order to maintain the original base configuration of the original mesh.  -------------------------------- Thanks again for the feedback and info. Cheers Ady 
    • I see please ask for feature request at support3dcoat.com Thanks
    • Hi, Thanks for the reply, I do use the plane option sometimes but mainly for keeping things on the same plane. what I was looking for is to be able to move the lasso but also to constrain its movement along an axis similar to in photoshop when you hold the shift key and it moves the brush only in one direction. I suppose you could do this with the 2d grid and snapping but that would mean switching that on and off each time I want to do that type of cut
    • I found this, it is useful info ? If want to keep polygroups while importing and exporting you can create a duplicated version of the desired polygrouped Subtool and create UV with UVMaster. Enable polygroups will create separate island for each polygroup. So if you want the polygroups back in the imported mesh from other program you can copy from the subtool you have correctly polygrouped and then paste in the new imported. Then Go to Polygroups And press Auto Group with U ZB vs 3DC polycount differs because both programs adds metadata to obj file format. If you open both files on notepad+ (as example) can see the headers differ: On both files, the face location looks similar When I export, I use this set ON I was thinking one way... duplicate the mesh with pgroups on ZB, make UVs on 3DC, export/import and on ZB transfer UV from one mesh to the original. 3DC lacks of ID maps, or polygroups on ZB, FaceSets on Blender.  Group faces let to assign user-defined editing regions that can be used in Modeling and Sculpt mode, but since 3dcoat uses different mesh types in sculpt room and modeling/retopo room, that is not possible as I understand it. Will be nice if you ask to add it as feature request at support@3dcoat.com
    • Have you done a fresh install? Or did you install the new version over the previous one? When you have a crash, did you send the crash report?
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