Jump to content
3DCoat Forums

Sarichev

Member
  • Posts

    19
  • Joined

  • Last visited

Sarichev's Achievements

Newbie

Newbie (1/11)

1

Reputation

  1. I don't mind the size of the objects as long the render works, I had a scene with like 15gig, with character objects of 0.5gig or so and its fine. If I do vertex paint I ca not get that painted info out of 3D coat right? I use the 3d coat renderer sometimes but usually it's either I'm more used to external renderers or I need them because they have more options so exporting becomes important for me. I'm going to run some heavy tests in 3D coat once I get my 2nd Gpu to see what I can get away with without leaving 3D coat. so, my "nice to have" from 3D coat would be to do the full sculpt (including cloth which is MD) & texturing in it, the higher poly the better. for character design iterations I stay in 3D coat and just render inside as well. But once that phase is done and I build a scene I export everything to keyshot or max. It includes also props/ground/bg assets all that stuff I model in3dcoat and use procedural textures in keyshot/max. For the peripheral , procedural textures are fine but for hero asset or character it's either I spend a lot of time painting or I get a good textured base that saves me tons of time once the scene needs to be changed. That's why I'm breaking my head here. Hope I made some sense and didn't babble too much. thanks a lot man
  2. Yeah I'm waiting for a Titan x 12gig to arrive, I got 32gig ram but I'm not planning to go to 64gig just yet want to see how much the Gpu will handle
  3. thanks a lot, yea thats what i was doing but then scenes get bigger and i had to export to MAX or keyshot. it kind of made me do extra double or triple work. i invest the time in sculpting and painting the model in 3dcoat but then basically if i need it exported to a bigger scene im stuck and have to redo it piece by piece all over again. i think thats why i still need the UVs after all, now i tried to simplify the model in zbrush , dynameshed it, the model is much less complex and mesh is closed but still 3dcoat cant retopo it. software either fails to retopo or crashes. here is a link to the model, its very simple now but still cant make it work: https://www.dropbox.com/s/vqszifwv34yc0qu/zbrush tests16.OBJ?dl=0 a workaround im trying to test now basically goes through importing all to the sculpt room, sculpt whatever else is needed and combine, i then export back to zbrush for retopo and import back to 3dcoat to paint room (but now i have the UVs made in zbrush). it kind of works but i just dont get why it has to be so complicated work around. why i go though all this mess? i really like 3dcoats sculpt freedom for both organic and hard surface i save a tone of time. its better than MAX/maya polygon clicking and better than zbrush for edge control. Also, i like the paint options for texturing, over BPR max/keyshot textures by far. i just need to find that friggin bridge between those to make it work all in 1. sorry that its kinda irritating but atleast i got you interested
  4. When I export these objects from marvellous I can get them with UVs and can paint on them in paint room with no issue. what I wanted to do Is to tweak the geometry in sculpt room more to make it fit other objects and then paint. That's why I import into sculpt first and then trying to re topo
  5. Thx a lot of trying, if I do go straight to paint room I can't export obj with t4xtures right? Because it doesn't paint on any UVs if I take the model to zbrush zremesh to lower count and dynamesh I get the retopo fast just need to find a way to put it all back. Very messy
  6. i attached the link to the model. https://www.dropbox.com/s/7th1zi8teljy1c1/tests12.obj?dl=0 thanks ill send these to the support/help
  7. i upgraded to the newer version, still this barely works. it either gives a bad retopo or this error:
  8. Tried it, 3D coat crashes or just gets stuck not doing anything
  9. this is really starting to get frustrating, for some character work i create cloth bases in marvelous designer, my whole reason for starting using 3d coat is that i thought i can import all i need and use it as my main "compositting for the character (meaning organic and hard surface sculpt and paint) i import the cloth bases in S mode, close all holes and convert to a degraded V layer for the Autopo base, settings for autopo: 15k polygons, 70% detail and 40 for decimate. unless i degrade the model for autopo ALOT or set a low number polys (about 2k) , i get these errors: degrading or going low poly completely missing the point of getting high detail sculpts and then painting low res. any suggestions/help? thanks a lot, Sergei
  10. eh im on the edu version, it limits me up to 2k. but you think its texture? because the preview looks much more detailed. also if i take same model to keyshot i can get very high detailed texture
  11. Hi guys&girls, im having an issue with resolution when applying some of the smart materials, in this case cloth textures the model is about 1mil polys and the texture resolutions chosen is 2k. i attached a screenshot that shows a big difference in res between the smart material preview and the applied texture. any ideas where this is coming from? i need to upres the model or upres the texture or maybe im just not viewing it correctly. Cheers Sergei
  12. better comparison same materials from when i imported the obj for painting 1.jpeg vs just clicking sculpt to paint 2.jpeg:
  13. thanks man, i attached several screenshots, same models but just clicked into paint room no import: 2.jpeg forged metal smart material & old paint smart material how the look without import (completely different from when importing) also when applied they are covering flat, doesnt even look as the preview window but just flat color. i used very same materials (not only those but its enough to compare) in texturing the above pic. attached also just for comaprison - astros1.jpeg
  14. Thanks a lot, I did try to just click into paint room and paint but the smart materials look completely different/ much worse , not sure why that is. Also if I do call AO it doesn't seem to do anything. i started to do those exports/imports because of that. I was thinking that maybe because when I import 3D coat generates some arbitrary uv mapping and that's why it conforms and looks better. just an example, smart material that has edge fall offs or any other effect doesn't seem to work if I just click in paint room and when I'm importing it does. makes any sense at all? I'm really confused but trying to make it work
×
×
  • Create New...