cl-apps

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About cl-apps

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  1. Unbelievably good! Amazing work on 3D-Coat, a real pleasure to use. The new interface is a lot more pleasing to work within and the brushes are amazing! Hopefully get to play some more if time allows but just wanted to say how impressed I am with the improvements. Keep up the hard work!
  2. When are the mac people going to get there grubby mitts on the latest beta? It seems the pc guys are having way too much fun!
  3. Go to Edit > Preferences > Show Beta Tools > OK Should do the trick
  4. Hopefully now they are aware of these export issues they can be cleared up as all the new features are great and 3d-coat is looking better each week but i'm going to have to go back to the stable release in the mean time because I really need reliable UV's and Normal maps for rendering in modo.
  5. Just been using the latest 07 mac beta and is it just me but the UV's seem terrible on export... the low poly UV's don't seem to match up at all on export and the mid polys do match up but the normal map creates horrible seems. Not sure if this is a bug but I hadn't noticed such behaviour before and makes exporting paint on a low poly for animation really difficult, not sure if you can export properly at the moment?
  6. This first screen shot shows the model (yes it is rubbish...) in the voxel room, at this stage I have created a simple paint layer in the paint room and coloured the parts the way I want them, you could have been more detailed and created more complex textures I don't think voxel painting allows as much detail as once you have retopo'd but you can create texture borders easily. I chose the Lamblight shader as a base for my other coloured shaders because it is the easiest to work with for a beginner like myself and it accepts colour how I like. Then the auto retopo process is done and you end up with this: This was auto retopo'd to 500 poly's and with the baked normal map looks really nice as a game asset obviously as this was a game asset the poly count and detail is pretty low but you could imagine the more poly's the more detail that can be retained. Also you can continue to paint this how you like but as a starting point, for me at least, this is exactly what I want. Also as a note this evening I imported the mesh into modo601 and did a quick rig and animated a run cycle then imported it into Unity 3d and all works great. This may be of some use to others wanting an easy way to create low poly game characters with minimal effort indeed... I didn't even use any guides in the retopo I was that lazy...
  7. Thank you both for your replies I had totally missed the freeze tool! doh... I did also figure out a crafty way to retail sharp coloured details from a multi part voxel model using the latest beta: Create your model in voxels with different layers (i'll call them layers instead of sub tools). Create a new shader based on Lamblight and make it primarily white. Set all your layers to this new shader. Now go over to the paint room with the Vox panel open and show voxels in paint room option selected in the view menu. Now create a new paint layer and select the voxel layer you want to paint then select the paint bucket and a colour and just fill the part. Do the same for the other box layers till your happy would model had all the required colours. Uncheck show voxels in paint room again from the view menu to hide your voxels and go back to the voxel room. Create a new voxel layer and Res+ it twice so its 4x. I work on relatively small models for speed so this option is variable. The reason i want such a high res empty layer is because voxels seem to go a bit blobby when there merged and I want really nice sharp edges from my normal map after retopo. Now right click on the empty layer and select merge visible. This will preserve my individual parts for editing in the future but make a merged copy on the new layer. Make sure the white shader is selected from earlier and then right click and bake all colour to volume option which will set your merged layer with all the colour (not sure if this is required but i got a crash if I didn't do it) Then your off to autopo. Right click on the layer and then Autopo for PPP and then next, next, set your setting how you like and then eventually your'll end up in the Paint room with a single mesh with all your colour, a nice crisp normal map and a low poly cage for painting more or just exporting out. At this point I would have like to create custom seems but I fear I suffer from the latest mac beta bug of not be able to select anything in the retopo or uv room? Hope this may help someone.
  8. I'm wondering if someone could enlighten me. I have a very simple blob man model which consists of a body with limbs and some insets for eyes. On another voxel layer I have a pair of eyes (spheres) and on another voxel layer I have a set of pupils (spheres, again). I have created custom shaders for all these pieces and everything looks how I want in the voxel room. Now I would like to retopo for animation. So I would like to merge all the voxel layers into one, do an autotopo and then paint. All goes well up until the painting bit where I get a bit stumped to how I paint my model. Because it was originally made with such sharp pieces I would like the painting to be sharp as well, like how it was shaded before the merge. How do you paint without paint 'bleeding' over bits of the model. It would have been good to preserve the individual layers before retopo but I've had limited success. I seem to be in a sort of chicken and the egg situation when I begin to solve the problem. I have even tried the latest beta to transfer the colour from volumes to a merged volume but that comes out a bit blobby. Surely there is something I've missed as in ZBrush I would just paint all my sub tools and then merge which would save the polypaint but then you could retopo in ZBrush (sounds simple but its point and click tedious, hence trying 3dCoat) and bake the textures. Is there a similar process in 3DCoat that someone could point me too? Hopefully this made a little sense and someone could push me in the right direction
  9. Can't wait to try this this evening
  10. When will the Mac version of .06 be available? I'm really looking forward to grabbing the colour of the shaders as this feature would save me a ton of time painting as I have a group of great shaders that I've made for modelling simple characters and grabbing the colour would seem natural, rather than going to the paint room and manually trying to colour match. I gather this is one of the features of the update? Also, would like to mention that LiveClay is amazing! - Switching between voxels and dynamic tessellation is amazing. I rough out my shapes in voxels then switch to LC and start tweaking things around, LC seems to have a higher degree of control when trying to form things like fingers and more intricate shapes. Great stuff - Needs more shouting out about this feature because at the moment it seems well hidden, at least to a new user like me.
  11. Have a relax, 3DC is amazing and will stay so for a few days while you get better!
  12. Figured this one out myself, I'd made Layer 0 invisible. Just turned it back on again, then exported and everything is well once again! Looking forward to those .06 features appearing in the mac build
  13. Just using the updated Mac beta and really enjoying voxel painting and using Per Pixel AUTOPO mode to export the model for rendering, however, has anyone tried voxel painting then doing a PTEX AUTOPO and then exporting the model. I've tried importing the exported model into modo and all I get is a scrunched up ball of polygons. Never had this issue before. Is there a setting I should be using or is there a little bug?
  14. Just trying these settings and having the same issue, however, I just tried an auto retopo with no painting and looks like there may be a bug on the mac beta as auto retopo has stopped working altogether for me at least. I go through the dialogs then get the spinning beach ball. This is when trying any of the AUTOPO options. Anyone else having the same issue?
  15. I'm not entirely sure how I fixed this but the disappearing shaders came back after messing with Edit > Preferences and then toggling either ShowBetaTools or Restore Windows (which is more probable). Anyway, thought I'd mention this if anyone else is having the same issue.