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  • Posts

    • Next step From polygroups on modeling room Bake to paint room to add texture maps with this settings ? do you need to keep the original udims?    Or separate materials ?
    • testing create new polygroup in 3DC moving model faces Mesh > export Import 3dc exported model into daz polygroups is loaded, I used it to create new surfaces, done
    • Messing around right now, I've even got the Mask working...trying to find out what was breaking. "The challenge is to be able to do all the daz<>azrush steps in 3DC" - That would be great. There are so many ways to quickly create polygroups in ZB but generally, I use the Select Brush to hide parts of the mesh and then just press Group Visible. You can do the same thing in DAZ its just a bit harder and slower to work with. No probs
    • Could you please try saving g9 on v 2024.20 and load it on 2024.20B2 send me by PM the gen9 mesh so Andrew can take a look thanks
    • - Step 2 - Goz to ZBrush so I can quickly create polygroups.  Why not create polyg on 3dcoat modeling ? - A useful function on import would be to allow the original UV mesh to be maintained while keeping the PolyGroups too.  reported //edit The challenge is to be able to do all the daz<>azrush steps in 3DC. Respect uv, create polygroups, create morphs, export the polygroups to create surfaces... etc.  
    • 2024.20 Success with Mask Morph GoZ to DAZ ( but no polygroups ) < DAZ Export < Import 3DC Model Room < Export < Create Morph SUCCESSFUL Getting closer....
    • Tested.... ZB Demo Soldier ( deleted lower Sub-Ds ) < GoZ to DAZ < Exported from DAZ < Imported into 3DC Model Room < Export Mesh with sculpt < created morph in DAZ SUCCESSFUL Sigh...so now I need to look at these other meshes.
    • Thank you I'm going to uninstall this version and re-install 2024.20 and test the Genesis 9 base mesh. Okay....2024.20 same message yes, but file Genesis 9 Base file imports this...created morph....exported. Created in DAZ no problems. So now the big question, why are some of the meshes I'm creating in ZBrush causing issues.  
    • Imported model from ZB Modeling room > Move some faces/vertex > export back Import into same subtool on ZB, no errors polygroups are the same
    • I get the following message: Mesh Poly count is too large etc.... ( so I hit accept anyway but nothing imports via the Model Room )   Andrew said: It has soft limit - it slows down gradually.
    • Hi Carlson, Thank you...testing.... First test. Tested on the same Gorgon Mask following my previous steps above, even went into check first to make sure Don't group vertices per objects in OBJ files (like ZB) was still on. Second test: Tried exporting Genesis 9 Base figure with NO eyes, mouth etc.....at its lowest subdivision level. Genesis 9 Base Mesh file size: 3.89 MB  I get the following message: Mesh Poly count is too large etc.... ( so I hit accept anyway but nothing imports via the Model Room ) Works fine if I import the mesh for Poly Painting.
    • We got a pre release to try, Could you please beta test it ? Import on retopo/modeling, move faces using symmetry on - export to zb/daz -> look at for errors - Demo soldier = model for ZB test Thanks //edit: I forgot to add the ZB model w/polygroups Andrew answer: Hi! I made some changes, and now retopo/modeling exported mesh should keep the order, please check the 20-B2 build: https://drive.google.com/file/d/196T4Xb1FRNscySncqlfsbQjlOSRCtnf7/view?usp=drive_link DemoSoldier_1-ZB.obj
    • As a side note too....personally I'd love a way to make perfectly symmetrical UV's and controlled island rotations with alignment. Comes in handy adding additional details in Photoshop for repetitive areas. 
    • Hi  Try uninstalling the old license first before add the new one
    • Hi Carlosan, Finished a product today so I can do some testing. I am going to rework an old freebie for the Genesis 8 Female. Step 1 - In DAZ I have removed the Horns and surrounding rings with the Geometry Editor from the existing product. Originally UV'd in 3DCoat they were on separate UVs Step 2 - Goz to ZBrush so I can quickly create polygroups. Step 3 - Export from ZBrush as .obj ( unfortunately GoZ won't send over a mesh to DAZ with polygroups.) Step 4 - Import in DAZ. Using Geometry Editor tools, I use the new polygroups to create new surfaces. Previously, the mesh only had two surfaces, one for the masks and one for the horns. But because I am removing the horns I have split the mask into the following groups: LI GorganMask 2024 - Mask Back LI GorganMask 2024 - Mask Front LI GorganMask 2024 - Stud Third Eye LI GorganMask 2024 - Studs Outer Now the mesh is prepped I re-export as an .obj using Surface Names. Step 5 - 3DCoat 2024.20 ( Edit / Preferences / Tools / [tick] Don't group vertices per objects in OBJ files (like ZB) Step 6 - Modelling Room / Import via [Entire Mesh] - please see ( Screenshot 01 ) So successful PolyGroups in 3DCoat. A useful function on import would be to allow the original UV mesh to be maintained while keeping the PolyGroups too. In this case I don't want to modify the UV's because I want the old textures to suit as well. Step 7 - Modelling Room / [UV] Mark Seams ( this opens up UV functionality and now I can select islands ) - Move Selected Faces to Another UV Set / Step 8 - Apply UV Set / Rename UV Set ( then I need to click on UV path to gain access to export options ) / Export  ( Screenshot 02 ) Step 9 - Import into DAZ Studio ( so far so great no scale issues ) - the PolyGroups remain, the Surface matches the UV ( Screenshot 03 ) From here, I just need to go back into Geometry Editor and recreate new surface groups from the polygroups. That way users can use one UV map and textures but modify each region surface colour or add different materials. --------------------------------------------------------------------------------------- So everything working great so far....but I still run into that one small issue. The original mesh that is still sitting in ZBrush - if I use that to create some morphs and try and apply that to the new mesh exported from 3DCoat ZBrush to DAZ it will not recognize the new mesh. They have identical vertices / poly count. ZIP File attached: LI GorgonMask 2024 ( exported from DAZ ) LI GorgonMask 2024 3DC ( exported from 3DCoat ) It's minor thing right now because all I need to do is send the new mesh to Zbrush and create morphs from that. Here's where it could become a problem though. I have been working on an Ultimate Hair Skull Cap for Genesis 9 that has a whole bunch of morphs that allow for the hair that is fitted to be further adjusted along the scalp, slide morphs. Lets I wanted to update the UV I am stuck ( not saying that would happen in this case just an example ) Can you see any flaws in my workflow...what have I missed? If I re-imported the original exported mesh from DAZ back into DAZ the morphs will work. Just something happening to the exported mesh from 3DCoat. LI GorgonMask 2024.zip
    • Hello, Today I have to use substance painter to get a better Normal map and General Baking. Here are two screenshots, about the same mesh model, Made in Marvelous designer. In 3Dcoat, the buttons are rendered below the clothes, or not rendered at all, which is not right. In substance painter, it's clean.  
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