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About AbnRanger

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  1. This video might help a bit. It isn't a tutorial, but more of a video explanation of how to avoid/correct lumpiness
  2. When you have varying levels of subdivision on the same mesh, you're naturally going to get non-uniform if not sometimes lumpy results. Do that with a mesh in your preferred 3D app, like Maya, Max, C4D, Modo, Blender, etc....and you'll notice a difference, there, as well. In general terms, the key to using LiveClay or dynamic tessellation, is to apply a uniform amount in a given area, and try to relax the geo along boundaries, so there is a smooth transition between low subdivided areas and highly subdivided parts. There are some exceptions to this, though, when creating wrinkles or sharp creases, but you need to leave the high detail work last...not early on. Even in ZBrush, you can get yourself in a little bit of a jam if you try to do high detail in the early to intermediate stages of a sculpt. You can use the PINCH brush (which has no dynamic subdivision capabilities) for wrinkles and creases, too, but you still don't want to get lured into the bad habit of adding details early in a sculpt
  3. I'm really impressed with what you've done with it, thus far and it would be pure awesome sauce to perhaps use 3D Coat's PREVIEW window, for smart materials, fill tool and paint brush, to show the realtime preview of Instant Light...basically an option in the Toolbar, to toggle the default preview or Instant Light. Even better than that, I think, is perhaps a dockable Preview/Render Panel in the Paint Room, with the ability to designate a 2nd graphic card to render while the primary card handles the viewport, like normal. That may be asking a lot, but nobody else has anything like it...that's why I say you could create your own niche market very rapidly. A lot of Concept Artists are being turned onto 3D Coat, and use Keyshot...which is REALLY expensive and is CPU only. This would be a great opportunity to appeal to steal that market from Keyshot
  4. Have you talked to Andrew about the prospect of porting this render directly inside 3D Coat as a 3rd party plugin? I think that would help you create a niche market for your render engine. Most 3D Coat users would probably jump on it, without a 2nd thought.
  5. See a few posts above where it is mentioned that the applink is working fine with Modo 10, after changing the Exchange directory.
  6. Trackball rotation is called ROLL in 3D Coat, you can set it in your custom navigation options panel, as demonstrated at around the 6-7 minute mark of this video:
  7. ....if you didn't do any work in the Sculpt room, during the process, then you can ignore the steps after the REPLACE PAINT MESH W/ RETOPO MESH
  8. Andrew finally made a way to simplify this a bit:
  9. Use a brush alpha w/ your preferred smart material active.
  10. Michael, perhaps you could create an Introduction/Overview video, highlighting all the strong points about it? I think that will go a long way toward promoting it and giving interested viewers the ability to make a more informed purchasing decision.
  11. This might help a little bit:
  12. This series goes through the process of taking a model that is already in the Paint Workspace, with some texture work done already, and going back up the pipeline to make some modeling, sculpting and posing edits...then get all the changes back into the Paint Workspace, without upsetting the paint layers you already painted.
  13. The Splash Screen will put you in the right workspace/environment. Nevertheless, 3D Coat really isn't designed to start with texture painting (importing your mesh into Paint workspace) and then sculpt > bake > and texture paint some more. It's mostly designed to start sculpting/modeling first > Retopo (which you can just import a copy of the original low poly model into the Retopo Room, to use as your baking target/retopo mesh) > Bake > Texture Paint. However, since you already have your mesh in the Paint workspace, there is an option to quickly bring a copy of that into the Sculpt workspace. Click on the SCULPT tab > in the GEOMETRY Menu (from the Menu bar) click PAINT MESH to SCULPT MESH. When you are done sculpting if there aren't any large scale changes to the overall shape of your model, you can go to the Retopo Room > BAKE menu > BAKE SCULPT MESH UPDATE TO PAINT LAYERS.