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    1. Announcements

      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 ?
      Post it here !

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  • Posts

    • We need to think about this. Thank you.
    • Hello everyone, i'm a 3Dcoat 4.9.60 steam version. GL64 consumer version purchased in June 2018 at the beginning ! I have a 3D object made in 3ds max, i import into 3D coat its a medieval fanion flag. The object is made of two parts attached with their own ID. the metal bar has ID1 and the flag ID2 when i try to put two smart materials on my object, one for the metal bar and one for the flag, i get a WHITE rendering. if i want to see the flag material i have to hide the metal layer, and if i want to see the metal material i need to hide the flag... i don't know whats wrong !      
    • For those still getting this error... I had the issue where Windows would use backslash \ instead of forwardslash / So my Path was "Z:\3D_COAT_DATA\" and this one gave the error. I've then changed the slash to "Z:/3D_COAT_DATA/" and it worked. Also "Ru nas Administrator" when you do it. Hope this helps. EDIT: I've tried again and again. At this point this error message is a bug. It is just random.I thouight I had it with the back slash and forward slash but it ain't it. This software is bugged to hell.
    • awesome. Thanks,  btw any idea when ver 19 will be out?
    • This issue is marked as solved on version 2024.18 please give a try
    • Yea. Actually this one is the previous. Can you mark this one solved.
    • I answered you in your previous thread.
    • on version .18 a new Feature was added Select multiple Sculpt layers for ghost or visibility  
    • On version .18 was added a new feature - Retopo via decimation works for all selected objects, each selected object will be retopo-ed into the separate group.
    • Yes, you can polypaint or vertex paint any Sculpt mesh on Surface mode.  That video that shows version 3 is outdated in terminology. Previously Sculpt workspace was called Voxel Room.   No, it is not a texture.  You assign a color to each vertex and paint them in surface mode. So the model needs a retopo mesh created for it, uv seams and unwrapping plus baking. The vertex colors will be baked for the model.   Watch the videos from 14---18 to understand how these functions work. The whole series of videos are good for a new users of 3DC.   
    • I am not sure that 3Dcoat supports Wayland, did you under X11? I am working with it on daily basis on PopOS, which is based on Ubuntu 22.04 LTS. But yes, in nutshell, it works better and more stable under Windows than on Linux, which I can say for every 3D app I use. Maybe Blender is exception.
    • Greetings.  I just discovered that you can use the X, Y, and Z keys to translate an object in space. I was wondering if there was a way to do the same with rotation and scaling, but without assigning specific hotkeys to every value for scaling x, y, z and rotating x, y, z. I found the attached when I clicked on Edit > Transform Without Gizmo. It seemed to indicate to me that you can use x, y, and z in the way I'd like depending on if you're in rotate, translate, or scale mode. In practice, this doesn't seem to work.
    • Thanks Carlosan, but that does not help at all. The lips or eyelids of a character are all part of the same mesh, on the same layer. The best would be Topological Freezing.  What would be the best way to ad my request to JoseConseco's request?
    • I guess people with different workflows have different thoughts about this. There are people who doing the majority of works in Coat. And there are people like me who use it in companion with SP, Blender and other software. For the later group of artists, they sure have adapted to other software and therefore have little need for this. If the integration would result in an increase of price, it could sure be a con when purchasing. I would say making improvements and optimisation is necessary but there is no crucial need of a professional engine. Also making export and autopo better will be extremely important. It is generally impossible to work/texture with models from Coat other than triplanal mapping in SP or box mapping in BL. They are hardly editable outside Coat. Like I said early, building an entire scene inside Coat, is just impossible. Even a professional engine can be added, its use will be limited to a single or maybe a few objects due to the polycount. So why spending large amount of resource to implement something limited when you can use the resource to build improvements that can benefit all users?
    • The only thing is, my work content process so far has been completed in 3dcoat. So if possible, I hope that the rendering process of 3dcoat can be more complete or better (it does not need to be too professional or perfect) The current rendering engine is actually very good for amateur rendering enthusiasts, but what is the problem? 1. Refraction calculation of transparent materials leads to complete darkness. 2. The effect of specular reflection is disappointing You only need to solve these two points. It does not need to be too large or complicated. It is enough for amateurs. It will definitely be difficult to implement all functions in one go. Bugs and conflicts will definitely be difficult. If you solve them step by step, Would it be more appropriate?
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