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  1. Past hour
  2. Well we do not have info you have, but I do not see why would anyone be against it, especially if price is not being changed.
  3. Today
  4. I requested topological masking for freeze brush some time ago I'm not sure if it is in developer plans... But would be awesome to have. I'm surprised it does not exist yet.
    https://www.artstation.com/artwork/qeDgwP
  5. Carlosan

    Finished Works

    Gallery of finished works by artists using 3DC in their workflow
  6. Good day. I find myself moving to blender more and more. I don't like this. I work on characters a lot and this always stops me in my step. How can we freeze or mask objects close to other parts of the mesh (around the mouth or eyelids)? Topological move only works when the brush size is smaller than the surface around the working area. Freeze brush does not have any settings to overcome this issue. This is how blender works around this. How can we do this in 3dcoat?
    https://www.artstation.com/artwork/DvPlGy
  7. Hi You can bend to curve following this steps Open curve editor Draw a curve Pressing RMB over the curve select Bend Volume Select and manipulate curve points Bend tips
  8. Yeah. I think I saw someone using it. Just never found where that is.
  9. i dont know how to upload images, but in zbrush it is in the transform gizmo menu.
  10. So i can move my current object using control points like a curve.
  11. ktnamcuong

    Mẫu nội thất biệt thự mái bằng

    Biệt thự mái bằng là một lựa chọn phổ biến trong thiết kế nội thất hiện đại. Kiểu thiết kế này không chỉ tạo ra không gian sống rộng rãi, tiện nghi mà còn mang lại cảm giác ấm cúng và tự nhiên. Với các yếu tố kiến trúc đặc trưng, mẫu nội thất biệt thự mái bằng tạo nên một không gian sống độc đáo và đẳng cấp. Trong bài viết này, chúng ta sẽ khám phá những mẫu thiết kế nội thất biệt thự mái bằng đẹp mắt và sáng tạo như thế nào. Chi tiết tại: https://kientrucnamcuong.com/noi-that-biet-thu-mai-bang Liên hệ Kiến Trúc Nam Cường qua hotline 0976222555 để được tư vấn. #kientrucnamcuongvn #kientrucnamcuong #kientruc #architecture #architecturedesign #NCDC
  12. Yesterday
    https://www.artstation.com/artwork/EveW14
    https://www.artstation.com/artwork/WBOO6D
  13. 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. (note the subdivision surfaces are non destructive. The user can switch back and forth using the low poly cage to manipulate the subdivided mesh.)
    https://www.artstation.com/artwork/QX9e8d
  14. 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.
  15. i think theres a solo mode like zbrush ... im sure there is
  16. Please drop a mail at support@3dcoat.com asking for this feature. Thanks
  17. 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...
    https://www.artstation.com/artwork/49ZZq1
  18. Nội thất biệt thự sân vườn tân cổ điển đã trở thành xu hướng hot trong thế giới thiết kế nội thất hiện đại. Với sự kết hợp tinh tế giữa nét đẹp truyền thống và phong cách hiện đại, mẫu nội thất này mang đến cảm giác sang trọng và lịch lãm cho không gian sống. Điều này đã thu hút rất nhiều sự quan tâm từ các chủ nhân biệt thự. Chi tiết tại: https://kientrucnamcuong.com/noi-that-biet-thu-san-vuon-tan-co-dien Liên hệ Kiến Trúc Nam Cường qua hotline 0976222555 để được tư vấn. #kientrucnamcuongvn #kientrucnamcuong #kientruc #architecture #architecturedesign #NCDC
  19. Last week
    https://www.artstation.com/artwork/XgZZxy
  20. There's a problem with surface tools for voxel sculpting. Andrey will fix this.
  21. 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
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