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

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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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    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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  • Posts

    • The idea is you lay the decal onto the surface of the geometry. This is more of  hard surface technique that is likely not suitable for characters with deformations. So the decals exist as separate objects which helps to retain the higher resolution on the finer details. And if you use the same decal again and again you can retain higher detailed textures. It would be nice if the decals could wrap around the surface. I time stamped it the examples below.      
    • Hi Carlosan, This is great news, thank you very much for letting me know. I look forward to testing it out 
    • To make it working for v 2024 change this line:    
    • @Ctc_nick bug confirmed and reported  @jdoublej please send the presets asking for this issue at support@3dcoat.com thanks
    • The fourth month of expectations, the fourth month of hope.
    • The Alphas for my Tool Presets are still not working in 3DCoat-2024-20.  So I will continue to use 3DCoat-2024-18 until this is fixed.  Just wanted to bring this to your attention, thanks.    
    • Ok, can you try once more? Here the original blender cube. blcube.3b Use PPP without Baking or with, doesn't matter. Turn all Depth, Gloss, Color on. Paint over the diagonal of the faces. As if it would be triangulated.  Now you should see something like i posted. Uh and when i turn to low poly it gets screwed. key[6] The cube was imported using applink.  
    • - New option "Edit->Prefs->Tools->Don't group vertices per objects in OBJ files (like ZB)" for vetter compatibility when you need to keep the vertex order in OBJ files. Anyway, Coat preserver vertices order, but in some case it is not enough, and vertices should not be grouped. In this case you need his option. - I was testing this new feature on Modeling room moving vertex* and using Mesh > Export. * On modeling room this option is working only moving vertex with symmetry turned OFF. - On Tweak room is working perfect without issues with symmetry turned ON.
    • In this blog I'll discuss 3D characters in their sculpted, high poly or voxelized form as ‘most’ Text to 3D AI Gen meshes, consist of this high poly density when generated, complete with texture. https://www.draw-it.co.uk/blog/sculpt-and-ai-vertex-paint# 
    • I cant replicate, what set do you use ? If it is a custom model (not default one) please share it to take a look.
    • It could be either...or even by attributes like UDIM number per uv island you can apply beforehand. Also, your method of mesh replacement in 3dCoat worked.  Thank you so very much. You saved me a bunch of time. I did not know about  this method.
    • Yes, udims management looks friendly. Some love into 3DC can help no doubt. In each UVtile do you separate udim by objects or by materials ?
    • Thanks Carlosan, I will try your suggestion.
    • Here is an example of Doing UDIMs in Houdini. This model has a single uv set. Apply the UVLayout tool and move them to the next.   UDIMs_Houdini.mp4
    • Hope this help, source How to non destructively re-import a different UV layout for your mesh without your texturing breaking 3DC project layer paints & materials onto the model to be able to re-project in case of UV layout changes.  Do you have a painted mesh… …but need to replace the geometry because UV layout changes ? Follow this steps: – Switch to Retopo Room and Import external mesh – Bake object for pixel painting – Switch back to Paint room, now you can see 2 UV layouts with old textures projected into the new mesh – Delete the old mesh and continue working
    • Carlosan. It was more of a rant.  I have cooled down and will explain a bit better. UDIMs in general is super neglected in 3dCoat. We use them in Houdini, blender and Maya. In general, it will be great to see some development to streamline the workflow more. I generally generate uv's in 3dCoat, but since we use UDIMs so much, I moved that over to Houdini. It is super simple to split and distribute parts over a selected amount of UDIMs that we can input. This happens live in the uv editor. My current problem is baking. Someone changed the uv's (3 uv tiles) on a model with painted textures that I am working on. Now I have 8 uv tiles on the model. Some minor topology changes also happened, but the overall shape did not change. I want to bake the textures from the first model, to the new model with more uv tiles. Simple baking, but the Texture bake tool does not support UV sets or tiles.  It's so old and yet a bread and butter tool for so many fixes. I am now baking it in Houdini, but would like to keep working in 3dCoat as it gives so much control over the maps and painting fixes. There might be workarounds, but this could be so simple if we had an proper Texture bake tool.  
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