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  1. Hey, folks, I just want to share some work we are creating here in Brazil using 3D-Coat on an online training course focused on characters. It's the first one in Brazil! Until now, we are working with everything that 3D-Coat has to offer, from hard surface to organic sculpt. The classes about human characters (cartoonish) will start in a few weeks, so until now we are starting to learn the software creating some robots and weapons. Hope you like it and will update here soon!
  2. dimitribastos

    Cold Shadow

    From the album: FanArt

    Hi there! This is my last illustration project. It started in 2014 just with a clay render of the characters but I decided to rework the poses a little and then created a complete scene. It's based on the classic/cult game Cold Shadow, from the 90's. Hope you like it. Will upload more images soon. :)
  3. Sup people. I used Coat to sculpt additional detail into the terrain. This is showcased in CryEngine 5.3
  4. Hey, I love the voxel sculpting allowed by 3dcoat, i wonder if it could be possible to add some occulus rift sculpting functions, i think, more than other softwares, 3dcoat would profit more again the interest of virtual reality sculpting. Could be very cool, and be exactly like real world sculpting, compared to other softwares already working with occulus.
  5. AntonTenitsky

    Mud Creature

    From the album: Mud Creatures

    Sculpt practice Inspired by this photopack - https://www.fotoref.com/products/mud-pools Making of is here -
  6. From the album: Characters

    Hey, guys. Long time no see! I just want to share my latest project: The Black Squad Captain. I used Modo and 3D-Coat. I tried to paint the entire face and I'm satisfied with the final result. Hope you like it! :) Cheers, Dimitri
  7. From the album: Characters

    Hey, guys. Long time no see! I just want to share my latest project: The Black Squad Captain. I used Modo and 3D-Coat. I tried to paint the entire face and I'm satisfied with the final result. Hope you like it! :) Cheers, Dimitri
  8. Hi there. I have a character on T-Pose and simply want to make his arms rest by the side of his torso. If for some reason I need to change his arms position again, how can I do this? Everything is on the same layer, so there is no way of selecting only his arms without interfering on his chest with the selection. Does anyone have a workflow? Would be nice to be able to select his arms in retopo room and use this selection on sculpt room, for example. Thanks!
  9. Hi! As it is not possible to sculpt (using a stencil) and projection-paint (using the same texture as for the stencil) at a time I am wondering if there is good way to match a sculpting with stencil and later project painting with a colored version of the stencil. Any good workflow for this or is it just a matter of aligning (positioning) the sculpted model as good as possible with the bitmap for painting? Thanks! David
  10. Dear 3D COAT Team, I used 3D coat for many different tasks, UV creation, painting voxel and mesh sculpting, etc. I run into a situation where i would really like to use a low poly model to create uvs on (as is much easier to create with lower poly of course), and then i would like to subdivide the model and do a bit of tweaking to it. I can use the tweak room but is quite limited, so it would be great to be able to use the sculpt room tools to do the work, or bring more tools to the tweak room... I tried a work around subdividing the mesh with the UVs in max, then import that mesh on the sculpt room, export to obj, import in max and morph (before morph i had to triangulate mesh as it gets triangulated from the export from 3D Coat) This in theory should work, but the vertex order changes and the morph does not work correctly... It would be great if you could import a mesh on the sculpt room and when exporting it without reducing it, it would be the exact same mesh, with same poly numbers and vertex orders.... so we could use the UVs already created. Just a request in case this could come on a future version. Thanks, M.
  11. Hi everyone. I have 3 video series on Udemy.com. All at half price thru end of January. They have about 950 total students and out of 80 reviews I have an average 4.5 out of 5 stars. I'm quite proud of that rating. I taught Coat for the last 4 or so in my classes at an art school where I direct the animation program. I love this program - the biggest secret in 3D lol. Here are the links and coupon codes if you're interested. Peace. Scott Coupon Code: SCULPT2017 https://www.udemy.com/3dcoatquickstart/ Coupon Code: RETOPO2017 https://www.udemy.com/retopology/ Coupon Code: HARD2017 https://www.udemy.com/3d-coat-robots/
  12. Hey guys, I have a technique question. I am wanting to pinch the edge of the blade for the axe, but I am not certain how to go about that. What is the best way to do this? Thanks!
  13. I recently added a tutorial to demonstrate how to use 3D-Coat to create a simple vehicle concept. Part 01 shows how to create the wheels and wheel base, part 2 will continue by demonstrating how to create a basic shape for the body of the vehicle.
  14. From the album: FanArt

    This is a personal project inspired by the classic game Mega Man. The concept is by myself. Hope you like it!
  15. I have some requests. Would like to know what do you think about them. Thanks in advance. 1. Procedural noises, specially for texturing Right now, there is no (complex) noise creator inside 3d-Coat, and only on sculpt room. That would be great for sculpting and texturing, but specially texturing. Why? Because, right now, Smart Materials are totally dependent of user textures. So, if you don't have an extensive library of noises and grunge maps, you can't create anything great with smart materials at all. 2. Non destructive smart materials Smart Materials are great, but would be greater if we have a way to make changes on the material without the need to re-apply them on the layers and objects, or even without have several intances of the same smart material while creating them and testing out. 3. Quick UV Editor toggle visibily button Having the texture UV editor window fixed may take away precious screen space while have to go trough menus and dock it again can be somewhat annoying. So would be great to have a button to display some viewports on Paint Room: one with the models only, one with the UV editor, one with both side by side. Exactly like Substance Painter actually. 4. Layer maks like Photoshop I heard that this feature is coming, but would be great to know more about it in order to give suggestions. 5. A real smoothing option for painting I'm painting right now some 8k textures. There is no way for blending colors in any way while painting. The smoothing (shift) does nothing at all, unfortunatelly. 6. Sculpt layers This is a non-brainer. Cinema 4D, Modo, and many other software uses. I may be wrong, but it seems that only 3D-Coat doesn't have a feature like this.
  16. Hi there! I just created a tutorial about texture baking on 3D-Coat. It's pretty simple actually and it's in portuguese, but maybe it can help someone here. I wish to be fluent on english to help more people. Link to the tutorial
  17. Okay, I throw my hands up. Calling for open advice! So I've been working on a weapon model and I drew up some reference, brought it into 3D-Coat, ready to do some voxel sculpting. Almost immediately I hit a brick wall. So here's what I'm trying to pull off. This is a screenshot of the sculpt shortly after doing a little cutting to match the silhouette. As you can see from the reference drawing, the sword's blade transitions from a thick depth at the back to a tapering edge at the front. My plan was to narrow that thick front plane down to a fine edge...you know, like any sword. Here's another image: The complexity of this edge is such that I have yet to find any great method of cleanly performing this operation. Pose tool, cutting off at specific angles, rebuilding the edge with curves, etc...all of these methods have been failures or felt really impractical. The only other thing I've been able to think of so far is just getting in there and free handing it to perfection. I went on a number of searches to find advice on blades, beveling in general, etc...I didn't turn up much help. I found a lot of advice on beveling, but none of the methods were quite adequate to recreating this exact geometry. Frustrated, I just went ahead and built the thing with traditional modeling. I'll put a shot of that up just as a further example of how I wanted it to look: But, the fact that I couldn't figure out a great solution to this really drives me crazy and I'm still trying to figure it out. I'd like to be able to rely on 3D-Coat from the ground up, since I really love the feel of working in it otherwise, but hitting such a hard wall right away on a pretty simple model made me feel like I ought to be using it in more of a secondary role. I'd love to see if anyone has any great advice here; anyone know how to pull this off nice and cleanly? Let me know if I can clarify anything for you.
  18. Working on tiling textures. All done in Coat.
  19. Seems like the spline can't be transformed with Spline Menu / Transform All while the 2D/3D grid snapping is on. Does that work for you? Bug report: http://3dcoat.com/mantis/view.php?id=2204
  20. OK, I've decided to make some verbose testing to diagnose the spacing issues that I've met so far. Anyways, I welcome everybody to my journey for perfection. So far I've made the following tests with different Spacing and drawing types configurations. Stay tuned! Hope that the devs will see this thread, as I think the whole story is very important.
  21. I would like to run a bumped profile over the tube in the direction of smaller green lines on the picture. More specifically I want 3 lines to run over the exterior part of the tube. How can I achieve that? I tried the Pose tool but it showed itself really buggy to use.
  22. I watched the following videos which were recommended for a problem of mine: My problem is that after following the workflow from the video, my model in Retopo room is modified correctly concerning the mesh but the cutaway and modified pieces are still there. In the tutorial the head was immediately gone changing from Sculpt to Retopo room. It is kind of irritating if you want to introduce strokes like in the video.
  23. I am sculpting a very large model, so I have split it up into segments/separate objects. Does anyone know of a method/software to seamlessly sculpt accross multiple meshes?
  24. I apologize at the beginning because the question maybe too silly... After importing scans of persons into Retopo Room to create some cutting patterns I have sometimes bad scan areas, for example a fillet in the crotch (where I didnt collect data with the scanner). If I want to remove/smooth that fillet in Retopo whats the best way to do it? If I manipulate in Paint Room, the mesh stays the same, only the underlying body is modified... but I only need the mesh for my purpose.
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