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Yearoftheox

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  1. I didn't think the bolt was all that good, I'm happy people like it. I polished off the textures, here's the Color/Nrml/Spec maps.
  2. thanks, the bolt isn't textured though, its just a shader that i'll use for a base texture.
  3. made a couple of sculpts today. They are very basic, but I find when I start a larger model, I lose motivation on it very quickly, (I start browsing for reference, redoing sections over and over again ect.). Keeping it simple, I at least finish it.
  4. Love the new wings. I have one crit though about the tail, it seems to get bigger halfway down its length, should it be more tapered?
  5. Its starting to look good, but what is your workflow? Just asking, because 3 hrs seems a long time for what you've done. I don't know how you sculpted this, but I would use masking for this, for example, I did this with two brush passes, with just the masks included with 3dcoat.
  6. wow what a fantastic looking sculpt. have to agree with digman, it would look good as a wrought iron piece. Maybe a 3dprinting.... ? are these done with curves, or freehanded?
  7. This is really starting to look good. definition on the neck really looks sharp. the sss of that maruparua shader looks awesome.
  8. RS=Runescape. I figured if it was based off the runescape concept, you would know what 'rs' was. I went looking for the concept, the proportions are similar, thats probably what reminded me of it.
  9. Ok, finally I have a half decent render of my 'marine' nothing else new. All made in 3dcoat, rendered in marmoset.
  10. Hmmm, Right after I posted, I exported the model with a .tga extention for marmoset, and the normal information is there. I didn't do anything diferent. I'm a little confused.
  11. I tried again today to export my marine sculpt from when I first tried 3dcoat. I still cant figure out how to bake the normals from a colour layer to the normal layer of my textures. (I forgot to thank GarageGrape for replying to my post at the top of the page. Sorry). to restate my problem... I baked a, 'Merge with NM (Per-Pixel)' marine sculpt to the paint room. I had an ambient occlusion, Normal Map, and diffuse layer. I started Painting my textures (with Depth/Oppacity and spec turned on) on the diffuse layer of my textures. (the hexagon pattern and scratches in the texture). So the depth info is stored on the diffuse layer, not the normal map layer. So when I export the normal map, It only contains the original bake, not the painted normal textures). So. How can I bake the depth information of the textures to the normal map. I don't know if I explained my problem any better, But If anyone can help it would be appreciated.
  12. Thanks LJb. You're absolutely right, the amb occ is overdone. I didn't notice it as much when i was in max, but definately see it now.
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