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Found 31 results

  1. Hey everyone, This is thread to follow the development of a project that I have been developing called Gladiotron. It is an original project and hopefully the first of many. My pipeline consists primarily of Blender and 3D Coat, with some other applications for authoring PBR textures and then ending up in Unity. Our target platform is PC and Console initially, then possibly mobile afterwards. I have a few goals with this project. 1. To engage the 3d Coat and Blender communites 2. To share development progress on the art assets and the game 3. To work with the 3D Coat team in a similar way to the way the Blender Foundation creates film projects to drive the development of the application
  2. Hi guys! This is the topic for Simple3DCoat addon for Blender+3DCoat production. This is the fork of the official one made by Haikaikalle . - Installation: Copy the addon folder to the Blender \scripts\addons install folder. Features: - Set the "Exchange" folder of 3DCoat manually. - Custom Textures Path for export/import. - Export/Import through Obj/Fbx/Collada(Dae) formats. Note: Collada does not work on Linux. - ExportMaterials, ApplyModifiers checkboxes. - Simple to Use Screenshots: How To Use: - Enable the Addon and set "Exchange" folder of your 3DCoat. - Export/Import models. Current Version: 0.3.2 I finalize the Addon, as almost all features are added. Download: Last Sources from 16 Aug 2015: https://github.com/mifth/mifthtools/tree/master/blender/addons/io_simple_3dcoat Latest MifthTools Master Download (ZIP): https://github.com/mifth/mifthtools/archive/master.zip Wiki: http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/3dcoat_Simple3DCoat_applink
  3. Basic workflow?

    Hi everyone! I'm new to 3DCoat, and in 3D art in general, and I'm looking for a good workflow. I've already worked several times in Blender, creating very low poly meshes, and I've sculpted high res meshes in ZBrush and I'm now starting with 3DCoat! I can do a blockout for a weapon or a base mesh for a character, and I've found no problems in importing the second in surface sculpt mode, subdiving/voxelizing it and sculpting the details. Ridiculously, I'm having more issues with the hard surface. The most common workflow in the world is creating a basic geometry in Maya/Blender and importing it in ZBrush/3DCoat, subdiving it, and sculpting details on the surface. I do like creating blockouts in Blender - mostly because I can control very, very good every face, vertex, and edge. Being a newbie to the software and having seen some videos around, my questions are: - Which workflow do you reccomend in general, or for a specific task like character/hardsurface and why? Do you use a blockout made in Blender/Maya/Etc or do you sculpt directly with voxels? - Does the voxel sculpt mode some particular cons? How good is the control over an hard shape/surfacem how does it feel? Would you compare it to an absolute, precise control like the one you have when you block out? - Does voxel sculpting give particular problems when it comes to retopology? Most people use a blockout to have a retopology mesh almost ready (never made a retopo before, so sorry for the ignorance about the topic)! Well, that's all for now (I've few other super-nooby questions to be honest, but they'll be for later)! All of this came because I've noticed that in voxel mode you can make crazy details with lightspeed and with great freedom, but also that if I import a blockout mesh and voxelize it, instead of starting with a voxel mesh, it'll create annoying voxely artifacts (apparently, 99% on inclined edges) that I can't make go away with Res+ and I don't know how to polish! I'm also wondering if it makes sense to NOT use voxel mode, considering the great advantages it offers even on a dynamesh... but to know that, I must wait for your response! Thanks to everyone in advantage for the help, I promise I'll annoy you more with silly questions on geometry and sculpting soon!
  4. exporting from 3d coat

    Hello, I'm new to 3d coat and i've been doing some retopology to my head mesh which i've imported from my scanner. while doing the retopology I used the symetry option and when i've unwrapped it it was just half of the face and when I tried to export it to blender it was the same. what should i do in order to get a full head unwraped either in 3d coat or blender? does it have to do with using symetry? if it does how can i avoid it and still not retopology the all mesh by hand? would appreciate any advice . Thank you.
  5. Here is the process of creating a Octopus Walking Cycle for the more curious ones!
  6. Hi everyone, Here is a tutorial for those who are curious and want to start animating in Blender. You can find the other parts in my channel. Thanks!
  7. Low Poly Skeleton

    Here is the process of creating a low poly skeleton and making sure we get the most important features of each bone. Thanks For Watching!
  8. Hi everyone, Here is a tutorial for those who are curious and want to start animating in Blender. You can find the part 01 in my channel. Thanks!
  9. Hello everyone, Here is an simple way to create an awesome Chest-Pirate-Treasure! Thanks for watching!
  10. Hello everyone, Here is an easy process to create a nice Lowpoly Skull! Thanks for watching!
  11. This is part of a serie of tutorials about a Low Poly Scenario I created for a game. Feel free to ask any questions. Thanks for watching!
  12. 3D Coat to Blender

    Hi All I've been using 3D Coat for a while now, and have to start by saying how much I love it. I'm a long time user of Blender and Cycles, but I didn't have experience of any other applications until I tried 3D Coat. The usability and almost constant improvements and additions of new features is extremely impressive. I now do all my sculpting and painting in 3D Coat because it is just so easy and intuitive compared to Blender.... Now for my actual question. Admittedly, it's as much a Blender question as it is a 3D Coat question, but I'm hoping I am not the only one using Blender for rendering creations exported from 3D Coat. I am using Blender and Cycles for rendering, and I am using the SimplePBR node which I found because other people on these 3D Coat forums have mentioned it. No-one, however, seems to have given an example of how to correctly set it up. SimplePBR has the following inputs: Albedo Specular Colour; Fresnel IOR; Roughness; Metalness; and Normal As far as I can tell, no export workflow in 3D Coat supports generating all these maps as part of the same export. Is that correct? This is what is confusing me. Can anyone give me a description of how you typically hook this up? (if you use it). What maps do you export from 3D Coat? Alternatively, is there a better alternative to SimplePBR? Note: I have seen this thread: http://3dcoat.com/forum/index.php?/topic/17212-pbr-in-blender-cycles/, but it doesn't quite seem to answer my question. Many thanks
  13. Hey everyone! I am going to release 8 Apps for iOS and Android from 2016 / 06 / 01 to 2016 / 06 / 08 (each day one app). Promotional videos are being released on the Shushustorm Youtube channel (from 2016/05/25 to 2016/05/31): https://www.youtube.com/user/shushustorm For more information, you can also visit my website: http://www.shushustorm.com Here are some screenshots: Squeaky Toys Throw da Phone One Life The apps will be available on the App Store and on Google Play: App Store developer page: https://itunes.apple.com/us/developer/stefan-dumler/id943994670 Google Play developer page: https://play.google.com/store/apps/developer?id=Stefan+Dumler And some more links for the individual apps (iOS, Android, promo-video): (Please note that, right now, not all the links are working because the videos and apps aren't fully released yet.) Squeaky Toys https://itunes.apple.com/app/squeaky-toys/id1042280182 https://play.google.com/store/apps/details?id=com.shushustorm.squeakytoys https://www.youtube.com/watch?v=NNjaSGOxfOw One Flight https://itunes.apple.com/app/one-flight/id1047858038 https://play.google.com/store/apps/details?id=com.shushustorm.oneflight https://www.youtube.com/watch?v=D_K0vxvdMIo One Life Plus https://itunes.apple.com/app/one-life/id1033008414 https://play.google.com/store/apps/details?id=com.shushustorm.onelifeplus https://www.youtube.com/watch?v=vqUxD7mnEMs Throw da Phone https://itunes.apple.com/app/throw-da-phone/id1039592315 https://play.google.com/store/apps/details?id=com.shushustorm.throwdaphone https://www.youtube.com/watch?v=1LJdsZPRkb4 hardbroken https://itunes.apple.com/app/hardbroken/id1037353659 https://play.google.com/store/apps/details?id=com.shushustorm.hardbroken https://www.youtube.com/watch?v=fBhmMPqiCTM pushle https://itunes.apple.com/app/pushle/id1013617378 https://play.google.com/store/apps/details?id=com.shushustorm.pushle https://www.youtube.com/watch?v=H41nQGTksMc One Life https://itunes.apple.com/app/one-life/id1033007854 https://play.google.com/store/apps/details?id=com.shushustorm.onelife https://www.youtube.com/watch?v=vqUxD7mnEMs Spin A Melon https://itunes.apple.com/app/spin-a-melon/id1098439453 https://play.google.com/store/apps/details?id=com.shushustorm.spinamelon https://www.youtube.com/watch?v=dI5inROmqAw As there is quite some 3D modelling going on in most of the apps, feedback would be great! I used 3D-Coat in many different ways, sometimes even for creating models that I would render in Blender to get textures to use in Unity. Best wishes, Shu
  14. Vertex Colour Rendering in Blender?

    Does anyone know how to export your medium-high poly voxel/surface model with vertex colour info intact - and render this model within Blender, with as near to identical results as you would find in your 3D Coat viewport? [ PBR Materials/ Colors / bump info / gloss info etc etc ] This would be great if possible - in many situations I dont need to rig or animate a model, so low poly version is unnecessary - this would speed up modelling/painting/rendering process massively!
  15. 3dcoat/blender applink

    Can some one tell my what I am doing wrong? I'm using blender 2.76 and 3dcoat 4.5.16 and trying to get the applink to work. I have followed all the tutorials I can find and still nothing. can someone walk me thru the work flow Please.
  16. MDR-375

    From the album Finished Works

    3d-Coat, Blender, Octane Render, Gimp

    © 2015

  17. 1 Почему при экспорте из 3D-Coat в Blender меш деформируется? Как выглядит модель в 3D-Coat А так она переноситься в Blender. Почему появляются эти острые и неровные края? 2 Почему при переносе модели с текстурами они появляются только в blender render ,а в Cycles нет? Подскажите кто знает. А если подключаются в ручную в cycles, то как? Где копать?
  18. http://blenderartists.org/forum/showthread.php?352666-Input-Custom-Blender-Setup-Silo-Maya-esque Seen information about this posted on the Foundry forums where it got some good reviews. http://community.thefoundry.co.uk/discussion/topic.aspx?f=4&t=60807&page=58
  19. MDR 375

    From the album Finished Works

    3D - Coat; Blender; Octane Render; Gimp

    © 2015 Kurzor

  20. Mux - Maxwell Render

    From the album Finished Works

    Made by 3D-Coat, Maxwell Render, Blender, Gimp Turntable: https://www.youtube.com/watch?v=qbYQ89Tzd48
  21. Mux - 621

    From the album Finished Works

    Made by 3D-Coat, Octane Render, Blender, Gimp Turntable: https://www.youtube.com/watch?v=qbYQ89Tzd48
  22. space cruiser

    From the album YarVo

    Texturing done mainly with 3d-coat. Other work - with blender. 35900 tris. Turntable
  23. Good new for all Blender users. Some users have started to support PBR in the BGE. Sound great to me.
  24. KAR - Octane Render

    From the album Finished Works

    Sculpting: 3D-Coat Modeling: Blender Render: Octane Render Turntable in 3D-Coat: https://www.youtube.com/watch?v=fyCK9RKfrlM Turntable in Octane Render: https://www.youtube.com/watch?v=QRQ_AKcb4QQ
  25. KAR - Maxwell Render

    From the album Finished Works

    Sculpting: 3D-Coat Modeling: Blender Render: Maxwell Render Turntable in 3D-Coat: https://www.youtube.com/watch?v=fyCK9RKfrlM Turntable in Octane Render: https://www.youtube.com/watch?v=QRQ_AKcb4QQ
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