Advanced Member michalis Posted February 22, 2011 Advanced Member Report Share Posted February 22, 2011 The sphere is excellent. How did you export this? Quote Link to comment Share on other sites More sharing options...
Member Yearoftheox Posted February 22, 2011 Author Member Report Share Posted February 22, 2011 Thanks, but the sphere is very basic, its just exported as a spline from in the "curves" menu. Quote Link to comment Share on other sites More sharing options...
Member Yearoftheox Posted January 30, 2012 Author Member Report Share Posted January 30, 2012 Here's this years threadsurecction. Just a sculpt of a tire, normal mapp'd to lowpoly mesh. Quote Link to comment Share on other sites More sharing options...
Member Yearoftheox Posted February 14, 2012 Author Member Report Share Posted February 14, 2012 started a skull, made a base in max, then refined it in 3dc. Don't know why I gave him grilz. any c&c welcome. Quote Link to comment Share on other sites More sharing options...
Member Yearoftheox Posted February 27, 2012 Author Member Report Share Posted February 27, 2012 Started playing on a model from a previous post. ^ Not really consistent, but maybe i'll keep going with it. Quote Link to comment Share on other sites More sharing options...
Member Yearoftheox Posted February 28, 2012 Author Member Report Share Posted February 28, 2012 I have a problem, today I upgraded to the latest version (v. 3.7.05b(cuda)(dx64)), from a fairly older version, and I don't have shaders anymore in my shaders tab. I tried 'reseting all pages to default', but that didn't help. Anybody have any suggestions where I could find my shaders back? Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted February 28, 2012 Report Share Posted February 28, 2012 Hmm... Perhaps try reinstalling? Can't hurt and it could be a simple fix. Quote Link to comment Share on other sites More sharing options...
Advanced Member chingchong Posted February 28, 2012 Advanced Member Report Share Posted February 28, 2012 try the 3.7.0.6 version Quote Link to comment Share on other sites More sharing options...
Member Yearoftheox Posted March 10, 2012 Author Member Report Share Posted March 10, 2012 Thanks for the replys, sorry for not replying sooner, my computer's fubar'd atm. still waiting on a new harddrive/os to arrive. I tried upgrading to the newest version before my difficulties, but it did not solve the shader problem. I'm goiing to be doing a clean install when i'm up and running again, see if it solves the problem. Quote Link to comment Share on other sites More sharing options...
Member Yearoftheox Posted March 17, 2012 Author Member Report Share Posted March 17, 2012 well, here's an update. I did a clean install of windows. reinstalled 3dc, and the shaders are back in the scene. Quote Link to comment Share on other sites More sharing options...
Member Yearoftheox Posted March 18, 2012 Author Member Report Share Posted March 18, 2012 ok.... I have a question, now that i've done a clean install, on a new system, I get to start the trial period over again, so I went back to revisit some older projects, try out the export options, to see how it works. I tried exporting my 'marine' sculpt, but It did'nt export correctly. My normal map lost its details, trying to figure it out, I discovered that when I 'merged with normal map (pp), my normals got baked to the 'Normalmap' layer of my texture, but when painting my texture, (with normal, diffuse and spec turned on), they went to the 'diffuse' layer I was painting on. (example pictured.) I assumed the normals I painted were assigned to the normal map layer. Obviously not. How can I combine the normal information in my diffuse layer with the baked normals in my normal map layer. Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted March 20, 2012 Advanced Member Report Share Posted March 20, 2012 Hi there. Never had problems with normal baking in 3dc. On your screen-shot the texture don't look like a tangent space normal. Is it also part of your problem? Did you tweaked the baking options or directly used the default one from the retopo room (Bake with NM)? Hope that you'll find a way to solve your problem. May be better to ask some help on an other section. Quote Link to comment Share on other sites More sharing options...
Member Yearoftheox Posted October 8, 2012 Author Member Report Share Posted October 8, 2012 Made a new model today, all in 3dCoat, but rendered in 3dsMax viewport. The exported Lowpoly was 1600 tri's, with diffuse, spec, and normal maps. Quote Link to comment Share on other sites More sharing options...
Member Yearoftheox Posted October 17, 2012 Author Member Report Share Posted October 17, 2012 Made another one, 578 tris, with diffuse, spec and normal. Made all in 3d coat, rendered in 3ds max viewport. 1 Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted October 17, 2012 Reputable Contributor Report Share Posted October 17, 2012 The low polygon knife looks very good... nice work... Quote Link to comment Share on other sites More sharing options...
Member Yearoftheox Posted October 20, 2012 Author Member Report Share Posted October 20, 2012 thxs for the kind words digman. I started a new project today, but I'm having problems, the normalmap isn't baking correctly. It seems to follow the lowpoly mesh of the blade, instead of baking the highpoly blade. I've tried baking it several times, but can't get a different result. Anyone have any tips for baking the normal map? Quote Link to comment Share on other sites More sharing options...
Member Yearoftheox Posted October 22, 2012 Author Member Report Share Posted October 22, 2012 well, I haven't figured it out, so I fixed the normal map in post. Final model 1600 tris, with diffuse, normal, spec, and self Ilumination. Everything made in 3dcoat, textures tweaked in paint shop pro. Tried a few different render styles. (in 3ds max viewport.) Quote Link to comment Share on other sites More sharing options...
Member Schoening Posted October 22, 2012 Member Report Share Posted October 22, 2012 I like that Dagger. ^^ Is retopo easy ? I might have to look into it when I want my meshes animated Quote Link to comment Share on other sites More sharing options...
Member Yearoftheox Posted October 22, 2012 Author Member Report Share Posted October 22, 2012 thxs. I find the retopolzing process enjoyable. 3dcoat has some very efective retopo tools, and doesn't take long after you figure them out. Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted October 22, 2012 Report Share Posted October 22, 2012 If you can do polygonal modeling you can retopo. Retopo is actually easier because you only have to worry about 2 dimensions. The third is really already there since the points stick to the base mesh. Quote Link to comment Share on other sites More sharing options...
Member Yearoftheox Posted October 23, 2012 Author Member Report Share Posted October 23, 2012 Made another. Quote Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted October 24, 2012 Contributor Report Share Posted October 24, 2012 Nice job, although the blacksmith may have over tempered the upper point on the blade as it looks a little scorched, Quote Link to comment Share on other sites More sharing options...
Member Yearoftheox Posted October 24, 2012 Author Member Report Share Posted October 24, 2012 Thxs Tony, yeah, the 'blacksmith' is having problems baking the normals. I painted over the normal map after I posted. Quote Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted October 25, 2012 Contributor Report Share Posted October 25, 2012 Nice job of re-tempering! Quote Link to comment Share on other sites More sharing options...
Contributor LJB Posted October 25, 2012 Contributor Report Share Posted October 25, 2012 Nice weapons!! One observation though, I think there might be too much Local occlusion definitly looking at the axe head out highlight around the blade darker center parts. A little would go a lot further and your textures would look less overblown. Quote Link to comment Share on other sites More sharing options...
Member Yearoftheox Posted October 26, 2012 Author Member Report Share Posted October 26, 2012 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. Quote Link to comment Share on other sites More sharing options...
Member Yearoftheox Posted October 26, 2012 Author Member Report Share Posted October 26, 2012 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. Quote Link to comment Share on other sites More sharing options...
Member Yearoftheox Posted October 26, 2012 Author Member Report Share Posted October 26, 2012 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. Quote Link to comment Share on other sites More sharing options...
Member Yearoftheox Posted October 27, 2012 Author Member Report Share Posted October 27, 2012 Ok, finally I have a half decent render of my 'marine' nothing else new. All made in 3dcoat, rendered in marmoset. Quote Link to comment Share on other sites More sharing options...
Taros Posted October 30, 2012 Report Share Posted October 30, 2012 Which file format did you used before baking to tga? It would additionally help to see the layers inside photoshop. Looks like there is some alpha information in the "buggy" normalmap. Best wishes Chris Quote Link to comment Share on other sites More sharing options...
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