

Here is a demo of this usecase except using regular planes which allows this with "Through all volumes" option enabled Freeze tool, and also something like "plane only" that is to say, ignoring the surface of the sculpt object and only stroke on plane I'd like to make a case for enabling "on plane" mode for 1. Thanks again for recent updates! Best of wishes to Andrew & company I also forgot to turn off the music in the background. I do everything spontaneously from the first take, without preparation. I apologize for some of the videos being long. This is not acceptable for working with a hard surface (6) Strange indentations appear on the surface and the edges are smoothed. I tried changing the multiresolution to the cylinder. The surface is perfectly flat, this is also an object from 3d-Coat.

Note how the division (smoothing) works in Zbrush. The detail transfer between high and low level works correctly now.
3DCOAT ERASER BRUSH PROFESSIONAL
The professional industry will not accept a model with these bumps! This is important, don't ignore it ! The surface must be smooth (3)

I noticed that the flat grid does not give a smooth surface at high levels of resolution!!!(3) The level selection slider is a little weird. The original is only needed if I'm going to do a projection of the parts just as if it were Zbrush (I remember that you can do that in 3d-coat) For high resolution, I need an even, neat grid - no problem. I delete the first level in the multiresolution because it is unnecessary. So far, using the lower level from retopology is still unstable. I have tested the fixes in multi resolution. Its really crazy that no one seemed to have noticed this or at least has been disturbed by it till now I cross fingers that you might also find it important and maybe in case find the time to add it. It would be really great, also beneficial for textura, if this gets integrated. Maybe we could have an option to toggle it on? Like with Aces? Could maybe also be a specific option residing in Paint Room only. Otherwise high frequency patterns will mostly display like this, and it is not a joy to work like this unfortunately. If it might be a problem for sculpt room or other rooms performance wise, then at least for the Paint Room. The same is true with Depth, it renders very sharp due to this lack of Mip Mapping, so depth/normals look always sharper than in other apps, making it harder to precisely estimate the needed crispness.ģD Coats general viewport Quality is amazingly good. In case of this Jeans Material for instance, it is not a pleasure to look at. No other texturing app struggles with performance due to mip mapping I think, especially with modern graphic adapters. I think the performance cost in this day and age is negligible and it would greatly improve texure visualization as it is standard in other apps. Mip Mapping would be very much needed for proper display of textures that have high frequency. Thanks Already had Linear Filtering enabled. In paint room there is no mip-mapping now to speed up realtime painting Shpagin Thank you very much for clarifying! The proper texture filtering is in render room. In paint room there is no mip-mapping now to speed up realtime painting process. But not an issue and working as you would visually expect in other software.Īgain, here a picture of the same flat exported textures from 3D Coat, this time re-imported as external maps via texture menu, giving me the same moired/aliased view of the texture, simply because it has high frequency small pattern. It is not about tiling, but about view port display of the texture at higher tiling(zoom) amounts of Smart Materials inside of 3D Coat. I do not tile them in other applications, that was not the point. I simply applied a highly tiled(zoomed out) Smart Material in Coat and exported the textures. How would it matter how much tiling it is? How many times am I tiling? : How could I tell? 3D Coat does not have numerical tiling, it only has the zoom on the Smart Material Controls. What exactly is it that does not make sense to you and how? Could you please elaborate? How is file size relevant to this? This is obviously a default head from Start Menu with jus a few layers. tiling doesnt work the same on 3dcoat,painter etc as it would on ue5 etc Whats your file sizes? and how many times are you tiling. All of what you just said isnt making much sense.
