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About Rob

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  1. I've used zBrush over the years and so I'm accustomed to some things I want to translate over to 3D Coat. One I want to learn is smoothing. I have tried various things, but can't get smoothing to actually remove (erase) like real clay would. What could I be doing wrong? Better yet, how can I get the best out of smoothing, so I can completely erase the sculpting or, if I want, to just touch it up with a little smoothing. I know this is maybe very basic, but I hope someone can give me an idea or two.
  2. @Bernardo - I think you can download it to find out. As I remember, it's separate from 3D Coat. And it's free! Free for now. @Javis, yes I like it and see its benefit. It has Andrew all through it and I see potential.
  3. Probably, and depending on the features, I'd pay about the same or thereabouts as 3D Coat.
  4. I know the 3D Coat Trees is a side product, but I'm hoping for more. What is the possibility of seeing more with this product and, if this does happen, what can we expect? Especially now, it would be a good time to understand the approach to trees. So many vendors are scrapping for their place in this area. However, I'd be fine with something simple with UVs and maybe a way to texture something like leaves and bark and / or fruit. I'll be waiting to hear what might be possible.
  5. I have a small face with about 30K in it. I realize this is high for a face, but it's really more about a medium sized mesh overall. However, my question is about UV stretching. Am I at more risk for UV stretching of the future textures with this 30K mesh than if it were 8K? I am trying to skip the need to retopologize due to time constraints, but maybe I'm taking more time to figure out how to overcome UV stretching. Then again, maybe I don't know what I'm doing at all and this is why I'm here on the newby section. I'm really not a complete newby, but who cares? Any ideas would be helfpul - what I've done is imported an object I created in zBrush into 3D Coat to do UVs and found that some of the segments were much larger than others. I couldn't figure out in 3D Coat how to figure that out so all of my UVs were more alike.
  6. Never mind. This is a 4096x4096 texture and I'm fine. Maybe it had something to do with the way I handled the exported EPS file into Photoshop and then back. But, I don't know until something odd happens again. Thanks for looking.
  7. With some help from a couple of you here, I was able to create the UVs for my object, which I imported from LW to 3D Coat. I then saved the object, opened it in LW and all looked fine. But, I have a strange situation and I'm hoping someone here has seen it before. My limitations were 2048x2048 UV Maps when I imported my object from LW. This is because I have the Educational version. Is there a way to scale my UVs or textures, after moving from 3D Coat to Lightwave? I noticed last night that an exported EPS file of 900x900 allowed me to create a JPG of the same size, but it didn't work on my Lightwave object (two eyeballs) until I changed the JPG to 2048x2048. Any ideas?
  8. Here's my progress. Next on my list is to learn better UV management and the texturing. I will probably do all of this inside of 3D Coat. Thanks for all of the help. I think it's time to find some tutorials on these next items and I'm thinking about this one - or this one -
  9. Thanks AbnRanger and just a quick update - I reworked the model to make it more consistent in form and tightened the mesh. Now I'm starting with the seams. Will post my progress soon, if all goes well. Thanks for all of the help.
  10. I'll make sure I do this tonight or tomorrow. Whatever I figure out I'm doing wrong, I'll explain it here. Thanks again.
  11. Yes, I've tried the autoimport and then deleted these as the unused UVs and I still get a blank mesh. I see it appears to lose the mesh, since there are no UVs. Should I just select the option to create a UV and then (and only then) mark my borders then? I'm sorry for my apparent ignorance. The UV space thing is something I've stayed away from learning until recently and I think the 3D Coat functionality might be the best way to do this, from what I've seen from many other applications with the same sort of UV tools. Thanks for your quick response. I'm appreciating all I'm learning.
  12. I appreciate the advice. I followed it and it makes sense. But, the three image here show the progression of what happens when I do it this way. What could I be doing incorrectly? 1. (1_import) Imported with the first level of subdivision. 2. (_import) Switch to UV mode. 3. (3_import) Deleted the unused UVs.
  13. Any recommendations about moving a subpatched mesh into 3D Coat for the UV creation? Maybe I'm asking the wrong question. Is it possible I need to change something in the mesh? But, I've seen Abnranger's video here about UV creation and his mesh is smooth.
  14. I posted this on Newtek's site, but maybe it's better here. Can anyone give me an idea how I can do this? Subpatches to 3D Coat... To start, my mesh subpatched in Lightwave is only about 7K polys. How do I keep a subpatched model when bringing it into 3D Coat? It is there in subpatch when I import it into 3D Coat (I can see it in Paint mode as fully subpatched), but when I delete the unused UV maps I have the pre-subpatch mesh and my beautiful subpatch disappears. The reason I delete the UV Maps is that I want to start from scratch in 3D Coat and create my UV in 3D Coat. But, I need the smooth mesh...having trouble with the toes otherwise. I am assuming the subpatch weight map is being deleted when I delete all unused UV maps in 3D Coat. But, there must be a better way - the subpatch is too dense of a mesh. All I need is my regular mesh smoothed out so I can get in between the toes.