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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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  4. International

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  • Posts

    • but why? the current render engine is perfect enough ... especially for concept work , if you want you can buy renderman license but buying a license to use in 3dcoat would cost pilgway millions !! and for what? so we can take what we create here , put into other software to polish it and texture it to then go back into 3dcoat to render it ... plus their current render work with the light baking tools ... if your render room had multiple lights set up the light baking would need reworking . its alot  be nice for the future if they improved their current engine but nobody EVER is going to give someone a renderer for free to implement inside a software thats paid for 
    • I personally think the prospect of having an industry standard render engine integrated fully into 3DCoat, with the possibility to export a scene with its materials preserved to open in other major 3D applications (that also have this render engine available), ready to use as is, is huge. Another point to consider is the market which 3DCoat caters to the most...Concept Art...would stand to benefit from it, heavily. Being able to export to Blender or Unreal is great, but not having to export at all, and render with an industry standard render engine is even better, IMHO. As I mentioned earlier, it would also elevate 3DCoat's credentials in the industry, significantly. Another reason the proposal to Pilgway seems reasonable is because it's implementation would be Pilgway's responsibility, not the owner of the render engine, itself. They usually have to invest a lot of time, effort and treasure to create a plugin for a 3D application. In this case, Pilgway would do all the heavy lifting of integrating it, themselves. Of course, for it to have its maximum value in 3DCoat, there would need to be proper lights and camera gizmos added to the application, so the user can place and adjust them accordingly. 
    • +1 I would love to be able to ditch using Blender App Link back and forth and be able to control Texel Density directly inside 3D Coat! Please consider it. It would be an important addition for people using 3D Coat in game development. (I am aware Blender doesn't have Texel Density tools, natively, too. But that doesn't mean that 3D Coat couldn't be cooler in that regard natively :D)
    • i mean the simple answer would be using multires, but to be fair , i only ever use 3dcoat for concepting , so having quads only would only be good if you have poly objects and sculptable objects as one , sculpting onto something and not being able to edit it using polygon modelling tools is why i cant polish my meshes inside 3dcoat , if there was an options to integrate quad remesher with an optional license purchase that would seem better than a renderer 
    • i would be curious how many people used photoshop these days ... all im saying is there are changes you can make that would speed up workflows and be better for new users ...
    • Hi On camera settings use Look Along Normal Vector Hope this help
    • Hello, I am new to 3D Coat. I have just started using the 2D paint feature, and it's amazing. I am facing an issue when using 2D paint; I want to align the drawing plane with the current camera view angle. However, it is not aligning, and I am not sure how to adjust the settings. Can anyone help?
    • Hi Yes, It could be a limitation of your hardware, try lower values until you find the one that suits your computer specs.
    • Hello everyone  I wanted to render a turntable in 3DCoat, but I noticed that when I set the number of rays to anything higher than 50, and sometimes if I try to render in a higher resolution like 4752x2886 the render fails. It does render the whole thing, but when the save folder opens, either the video is not there or it has 0KB and can't be opened. I can't find any solutions anywhere and I don't know if it's the program or my hardware. Is there some kind of size limit on what you can render? 
    • I voted NO. reasons: 3Dcoat is for model creation, and as such, it still have some catching up to do: - Vs Zbrush: continue to improve the feel of the brush, stability of program,auto-retopo and UV algo. - Vs maya\Blender: improve the fluidity of modeling room and the user experience when modeling - Vs Substance painter: in my opinion remake the entire UX and UI all together. Still no ability to save smart material that is multiple different smart materials. I would look at quixel mixer UX and take some notes and remake this system. - Vs entire industry: in my opinion no more separate rooms. please... And now you want to split their resources and attention to rendering? why.. there are great tools for rendering from blender to unreal. for quick Look and feel, what 3dcoat provides is more then enough Keep up the good work guys. for me, i wait to 3dcoat will have decent flow in using its modeling tools, already explained that in details in other posts. and remake the painting and smart material UIUX, and then ill be happy to upgrade again. rendering engine is not why i open 3d coat for
    • Understood, however, most new users will have experience in Photoshop, so the way they use it in Photoshop will be pretty much the way it works in 3DCoat. That was my point. Substance may choose to do it differently, but 3DCoat's UI/UX design for texture painting was always to be similar to PS. 
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