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  • Posts

    • Smart Extrude needs to be smarter. As it is right now. It is pretty bare bones. Max, Maya, Modo all have this type of smart extrusion.          
    • Wrong. I do not want the gizmo to be oriented along the average of the normals that are selected. I have a selection of polygons. I want to pick a single polygon face and (or edge) have the gizmo align to the direction of that normal while maintaining the selection group.
    • i think theres a solo mode like zbrush ... im sure there is 
    • Please drop a mail at support@3dcoat.com asking for this feature. Thanks
    • Source... OVERLAPPED RENDERING The first problem is straight forward: if a pixel of a texture is used twice by a polygon’s UV coordinates, your baking process will write to that pixel twice, overwriting previous information. This isn’t always a problem, but can result in weird facetted bakes that are completely unuseable. Since you should always strive to make the most out of your UV space, uniquely unwrapping the otherwise overlapping parts is not a solution for this. The baking process is clearly the only problem here. The solution is to offset your overlapping parts. You move one or more of the overlapping parts (so there’s only one polygon occupying the UV space) exactly 1 UV unit aside. This makes sure there is no more overwriting. Out of bounds texture coordinates are wrapped back during texture lookups, but not during rendering to texture, fixing our problem. NON-SYMMETRICAL AO SHARING Symmetrical objects can easily share AO texturespace, al you have to do is mirror their UV coordinates. Problems arise when the AO baked onto the texture, is not correct for each side. Imagine a car bumper, where each half shares the same texturespace. Now if there is some sort of detail in front of only one half of the bumper, you might end up with a black spot on the other half of your texture, even though there is no occluding geometry there. In such a simple case, it’s enough to only bake the half without occluding geometry and trade off some accuracy in your AO maps. More complex problems arise when you have object that are really different in terms of occlusion, use the same space. Depending on how wrong the bake is, you might even have to completely overpaint small parts of you baked AO. Just try to keep it really generic in terms of occlusion, just some simple shading that works for all geometry using the texturespace. another solution...
    • There's a problem with surface tools for voxel sculpting. Andrey will fix this.
    • ive tried maximum numbers both ways , however if i manually retopo or use an other form of retopo except decimation or instant mesh retopo then it bakes perfectly
    • yea painter and marmoset give same results so its not just 3dcoat its the uvs trying to baking multiple shadows on a mirrored uv
    • its just light baking onto a mesh thats using mirror uvs .. i dont think any texturing or baking software does it too so its not just a 3dcoat thing but i will check for you
    • Looks like scan depth is not enough, set 5 or 10 (in and out).
    • Can I ask you for more details about this problem?
    • It's very different than the Autopo Coat now has. I quite like it can automatically ajust density to hold more details and crisp edges while giving me clean loops and Quads.To me, the only two problems, in a concept art workflow, are the tedious process and the risk of broken faces.
    • Simplified Export it is not helpful ?
    • I've applied 3Dcoat's auto-retopo many times in my projects. Both autopo algorithms are great with some drawbacks. I found that Coat's built-in Autopo has better edge flow and control of density than Instant Mesh, so it is a better option for hard surface. But it also has a higher possibility of broken faces. And one crucial problem for me as a concept worker is it's much slower than Instant Mesh. When working with one object it's not very obvious, just a few seconds. But usually I'll have to work with a vehicle or a building with dozens of little components. That will be a very deadly time consuming process if I'll have to click autopo again and again and wait every 30 seconds in between. I could really use a function to autopo many objects at once. I know currently I need to type in a required number of polygons for Autopo to work. But I am thinking maybe a option to lower the poly count to a certain ratio, just like Decimate (by test, I think 3%-4% would be enough for autopo. The model can hold enough detail after a proper bake with normal map) can be added so a Multiple Autopo becomes possible, and we dont need to spend time waiting and repeating clicks. And again, I dont mind if this process take some time. It will be fine if it runs in the background and I can do some other jobs.   Another way I found other concept artists using is decimate in Coat. Then decimate again in Blender. Then Bake in SP. This workflow works well but it generates messy Tris and Ngons, which is why I would really like to do all these process in Coat.
    • thank you for your reply. I'll try to respond the way you said. I hope this improves.
    • Thanks Carlos but the issue I feel is with the Blender version 4+.  Using the Blender 3+ everything works fine. Has soon as you go to version Blender 4 it fails. I did the step above and nothing. LOL that onedrive is dangerous and intrusive.
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