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  1. Development

    1. Announcements and new feature demos

      This area contains official announcements from the Pilgway team

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    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.

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      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.

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  2. General

    1. General 3DCoat

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

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      posts
    2. CG & Hardware Discussion

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

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  3. Tutorials, Tips and Tricks

    1. Beginners tutorials

      A Beginners tutorials for 3DCoat shared by the community.

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    2. Modeling

      Low Poly and High Poly modeling

      393
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    3. Sculpting

      Tutorials related to sculpt process

      683
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    4. 231
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    5. Materials and Textures

      Information about materials and texturing with 3DC

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    6. Painting

      Tuts related to paint process

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    7. Photogrammetry & Scan

      Information related to Photogrammetry & Scan

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    8. General 3D and CG

      Learn from a range of 3D and CG tutorials.

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  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.

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    2. 3k
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  • Posts

    • Sal_GC
      This is a huge leap for 3D Coat! I have been a 3DC user for years and I have always tested every new build that comes out and this new feature is one of my most expected capabilities over the years. This would definitely increase the polish/speed/quality of texturing in3DC. This would cut reliance on stencils and their resolution, making texturing a much more flexible process with procedurals + stencils, all running on the GPU. Great! Instamat does the substance painter+designer combo, but it doesnt come close to 3DC's fine control for texture painting. It is a great material authoring tool, and it coming with a painter is great, no doubt about it, but 3D Coat lets you also produce geometry, which for a game artist, is unvaluable. The more 3DC improves and polishes the modelling tools, the lesser roundtrips, the 1 app workflow would be almost complete for game prop artists. 3DC + Blender + Cascadeur + UE = gold.    Hopefully we could get some AA in viewport with the new GPU capabilities, without having to go render room. Great news, I hope the team can really consolidate this major change. 
    • AbnRanger
      And the problem with that is...?
    • Elemeno
      hopefully its not the smart hybrid lol
    • Carlosan
      Hi Try Simple Polygon stroke to paint only faces.
    • stabbedbyapanda
      Program: 3D Coat Textura Issue: Connective Painting stops working all together for certain models, works when I have a Test Model. Also Edges are constantly bleeding around edges, seems theres no tool to restrict on planes of faces, besides selection and hiding, which is really inconvenient and slow. Im trying to learn this software... but honestly this issue has blocked my progress every step of the way. I did a bunch of research and googling and tutorial watching last week, trying to fix it, with no luck. Then I tried making a test model just to see if maybe there was something wrong with the original model and for some reason it suddenly started working.. that is connective painting. Now once again it's not working i made a new model and it stopped working. Posting a Gif link below. This link shows the uv unwrap that i have at the end as well. Since it seems like im the only user to ever have this issue it must be something i'm doing but I have no idea. Only thing I can think of is maybe UVs. I tried asking for help on another Discord for a few days, with no real luck. https://gyazo.com/2a49d3a335a2be0b6ef1b123e6fe5c2a   Any help is appreciated!
    • SERGYI
      Hello. Thank you for your detailed steps for reproducing the problem. I repeated them 6 times before I was able to crash 3DCoat in the Debug build under Xcode. The crash happened inside the OpenGL function glReadPixels. The output error message in Xcode is: Terminating due to blacklisting by kernel driver. The source code around the call is correct. I have described the problem to Copilot. Here are some phrases from its answer: This crash is not caused by your code but by Apple's GPU driver on macOS arm64. The "Terminating due to blacklisting by kernel driver" message indicates that the driver detected an unsafe or unsupported OpenGL call sequence and forcibly killed the process. It's a rare, intermittent bug in Apple's OpenGL stack, especially when using glReadPixels under heavy load or with certain pixel formats. Apple has deprecated OpenGL in favor of Metal. The OpenGL implementation is no longer actively maintained, so rare crashes like this persist. glReadPixels stalls the GPU pipeline and copies framebuffer data back to CPU memory. If called at the wrong time, the driver may flag it as unsafe. Since Apple no longer supports OpenGL, you cannot rely on future fixes. For long-term stability on macOS, consider migrating to Metal. The answer indirectly explains why reducing "Desired vertex count" mitigates the problem. Because it reduces the load and thus the likelihood that the graphics driver will flag the operation as unsafe. I have no quick workaround for this problem today. Migrating to Metal is unreal because 3DCoat is developed exclusively under Windows, so all programmers work only with OpenGL and GLSL.
    • AbnRanger
      They absolutely are working on it. It's my understanding that the developer (Alexander) who has been working on the Retopo/Modeling tools...with a CAD development background...has been and continues to work on a CAD module which will function very similar to Plasticity, and the module will provide a smooth workflow between Solid Surface and Polygonal/Voxel Modeling environments. In the meantime, you can use some NURBS style tools in the Modeling workspace (in the Sculpt Workspace too, in the CURVES section of the tool panel) and convert those to geometry or NURBS/Solid Surface export.  
    • Carlosan
    • Mihu83
      Pretty cool, but I hope it won't become a resource hog, because 3DC can already be heavy with GPU usage.
    • DustyShinigami
      Okay. I suspect I may have to do it in Maya. I did try adding a bit more thickness this time, but yeah, the edges/distance is fairly close. Thanks.
    • Carlosan
      yes, try this but if the model is very small or the front and back faces are very close... will be a difficult task
    • DustyShinigami
      Is this in 2025 or 2026? EDIT: Wait, never mind. I thought it was a totally different Snap option from its drop-down list. You mean to enable Snap to Closest Normal and add Additional Extrusion...?
    • Carlosan
    • DustyShinigami
      I don't suppose there's a way of preventing points/geo from automatically snapping to points that are behind it? I'm working on an item of clothing and I've had to add thickness. The problem is, every time I re-add/build the geo on the front, it keeps snapping to the geo behind. You can usually see/feel that snap when directly over a point behind, at which point you have to place it out the way, but sometimes it can still force it to snap through. I've tried unticking Auto Snap, changing the Snap type, and I have backface culling enabled, but nothing seems to work. Thanks
    • OutOfShadow
      Very exciting. I hope they'll also add the CAD tools at some point. Would be very useful for hard surface stuff. Then I can skip substance and plasticity.
    • DustyShinigami
      After deleting the coloured faces, it allows me to remove the red seams. It's just strange it doesn't allow me to remove the red seams with faces there.
    • AbnRanger
      I think it is safe to drop a little teaser of what's coming. This and the GPU engine has been in development for several years, so it's a pretty big feature addition. Now, you have nodes for working with Sculpt Objects (geometry and voxels)...which allow the user to not only affect the surface, but the entire structure of the object (ie., you could literally use nodes to create things like Swiss Cheese, with holes all the way through the model)...and finally nodes for texturing UV mapped Paint Objects. The big difference between 3DCoat and the competition is that you have nodes for BOTH Sculpting and Texture Painting integrated within the app. ZBrush doesn't have it, nor does Substance Painter. Yes, we know Substance Designer is available to those who are on a Substance subscription, but it's a different experience having the node system completely integrated into your Painting application. Paint Nodes Preview 1.mp4
    • DustyShinigami
      Great. Thanks. Yeah, the UV Preview is showing broken up UVs. Is there no way of being able to delete them within 3DCoat? I'm still not quite sure how to use that Color Palette. I'm able to pick a colour, but it doesn't really do anything; none of the new polys are the same colour still. Although some added polys on the right side are staying the same colour. Since seeing the UV Preview, I've been able to combine some of the clusters together.
    • Carlosan
      Windows Menu > Panels > UV Preview Every new island or poly w/seams make colors to change If needed, you can create your personal custom palette
    • DustyShinigami
      I've asked this before, as I went and looked through all of my previous threads, though I'm still non-plussed. The reply I got was from Carlosan who linked a video. I think at the time I just dealt with the issue and couldn't be bothered going through the video due to how long it is. ^^; Apologies. However, going through that video now, to the part about adding Edge Loops and Mark Seams, I'm still not able to figure out how to remove random coloured polygons. They suddenly showed up after taking the mesh into Maya and then bringing it back into 3DCoat. And again, there are no UV islands; I've deleted them. But every new polygon I add now turns a different colour. But I've tried selecting Edge Loops and clicking, holding Ctrl and clicking, pressing Shift and clicking... I've tried Mark Seams and clicking, Clear Seams, Clear Clusters. And I've tried Join UV clusters. The line turns green, but it doesn't combine anything together. Also, is there a way of adding the UV Preview tab back into the Retopo Room? Going to the tab doesn't show any UVs anyway. Thanks
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