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Posts posted by Carlosan

  1. Silas Merlin said:
    Personally, the reason I wished for the ability to subdivide a surface before baking the textures to vertex painting was to store color data of a small 3D scan on the high poly.

    There was then a workaround with a projection tool to transfer the depth data to sculpt layers so that you could use the clone tool to repair bad areas.
    (you need only 12 million vertices to store the pixels from a 4k texture with 70% coverage).

    However, I have never managed to convince anyone of the usefulness of vertex color for repairing scans, let alone the voxelization of a copy for repairs. (I think people are horrified at the loss of detail), (an improvement to the tool “bake color from visible volumes” could also be to bake depth, but the reprojection tool can already do that).

    Now, if your scan has a normal map, and even if not, you can use albedo as depth, then when you do this ppp>sculpt, the depth is already on sculpt layers (the reason to have depth on sculpt layers is so that you can use clones to repair bad areas).

    However, I think the most important use case for this new tool is 3d printing!
    People can now buy a low-poly and print it with all the normal map detail!
    > This is the use case that should be advertised for this feature.

    • Like 1
    • Thanks 1
  2. Searching date on Help > Update manager I found this release info

    Wed Mar 27 11:58:16 2024 +0200

    - New unique possiblity of the 3DCoat! The PPP scene with the normalmap name be converted into the true sculpt geometry using the Painting room, `Bake->PaintMath to Sculpt`.

    So, the reverse workflow is now possible, when you have normal map over the lowpoly mesh, you may get the highpoly source, deeply re-make it and then bake again.

    For example, you have AI generated rough prototype, you may import into Coat for PPP, then convert to sculpt, re-make it, add details.

    • Thanks 1
  3. 3DC is a vast program with many possibilities. We try to offer the best, but sometimes it is not enough.

    The rhythm of the market and the needs of users push us to develop new tools.

    And to build new development add new issues. Without community help to find it, growth is much slower.

    Thank you ALL very much for your valuable help and sorry if sometimes we don't fix all the errors quickly.

    Retopo/Modeling Room bug hunt - report it here

    Paint Room bug hunt - report it here

    Modeling Room - Next Steps

    Retopo Room - Next Steps

    Future development wishlist

    • Like 1
    • Thanks 2
  4. Hi 

    Lot of references to bug's in retopo/modeling room that are unresolved.
    To make the search and solution more effective, please add here all the bugs you find in paint room.

    It would help a lot if you add this information:

    What is the problem?
    Steps to reproduce a Bug (very important)
    Expected Result
    Actual Result
    Visual Proof (screenshots, videos, text) of Bug
    Software version

  5. source...

    Ex-Shapeways Community Manager advises artists to download all 3D files they store there before the platform goes offline.


    Shapeways, a popular 3D printing marketplace, had filed for bankruptcy and ceased operations last week.

    While there haven't been any official statements made by the executive team yet, a jeweler and a former Shapeways' Community Manager advised all artists using the site as a place to store 3D files to download them as soon as possible.

    The same thread on the Shapeways forum offers helpful tips on bulk file downloads and provides recommendations for alternative online 3D printing services.

  6. source...

    1. What’s most important when you make 3D character models.
    2. Step-by-step 3D character development.
      1. Character concept design.
      2. Modeling.
      3. Rigging.
      4. Animation.
    3. Conclusion.

    The role of characters in video games is difficult to overestimate. A perfectly designed environment and a well-thought game design are essential for any game. But the look and feel of the characters and their behavior play a considerable role in the game’s reception by players. In some genres, the protagonist even defines the general direction of the plot in which the game develops and sets the game’s pace.

    The creation of 3D characters is a specific area within game art that requires many different areas of expertise. In this article, we’d like to share our ideas on creating unique game characters that players will remember long after they finish the game.

    What’s most important when you make 3D character models

    3D character production is based on three pillars: skilled artists with complementary expertise, communication, and tools.

    Skilled artists are the most valuable asset of any studio. Expertise determines a lot — from the quality of execution and ability to synchronize with the project DNA or IP’s history to the power of creating something truly outstanding. At Room 8 Studio, we work in different styles, from realistic, semi-realistic, and stylized to cartoony. We have a big team of 3D character artists with diverse expertise and complementary skill-sets, whose creative decisions are backed by more than 500 3D characters, skins, and outfits created in Room 8 Studio. 

    3D character development requires smooth communication between teams: from concept artists to 3D modelers and animators, all teams should be aligned to deliver outstanding results. We also strongly believe that the highest project management standards are at the core of any work.


    Step-by-step 3D character development

    Character concept design

    Character concept art is the design of an entire concept and style of a character from scratch. To build a character design concept, an artist needs to embody the idea that captures the essence of a character’s personality, including their appearance, distinctive traits, background, behavior, habits, and many more.

    Designing character concept art starts with seeking the sources for character inspiration, idea generation, research, and character drafting. To develop a character concept, an artist usually begins by preparing a mood board, then creates several sketches which include the silhouette and main facial and body features of a future character for the client to choose from. Once the character has a design, the artist continues working on the colors and making all the rest of the concept.


    At this stage, an artist also thinks over the groundwork for the next steps, such as different angles and movement sheets to help the animator capture the character’s theme and personality. After that, the character gets modeled in 3D, rigged, and animated.




    At this step, we block out the body’s basic shape and face of a future 3D character model, its skeleton, and muscle frame. An artist must have at least a basic knowledge of human anatomy. Understanding overall harmony and proportion is essential for both realistic and stylized characters. Even the hypertrophied forms of stylized characters need all body parts to look good together and create the desired overall impression.


    Sculpting is a technique by which an artist creates a 3D character with digital material similar to natural clay. This stage is vital in making realistic, hyperrealistic, and stylized 3D characters. It’s also the most exciting and fun stage in the whole process of character creation. Sculpting allows the artist to reach incredible levels of character detail by inserting details into meshes that would otherwise have been difficult or impossible to create using traditional 3D modeling techniques.



    The proper 3D model needs good retopology — the polygons should be organized and aligned correctly and logically to ensure the future animation performs well. Retopology also aims to convert a High Poly model into a model with an optimal count of polygons; in other words, it’s a decrease of polygons in a model.

    Unwrapping and baking

    Once we have all the previous steps completed, we’ll need to UV unwrap and bake a character model. Sometimes artists need to manage the process of baking a model that consists of 30 or even 50 different materials. 


    Texturing is an exciting and creative process. At this stage, 3D artists apply color and surface attributes to the character model. The general objective is to make a 3D character model that matches its concept or real-world prototype in each detail, like hair color, some imperfections like scars on a face or body, clothes, and other unique attributes. The overall correct display of a character and micro-details like the model’s interaction with light is key to believability and appeal. The player’s mind can reject the wrong material of clothes or surface properties as non-realistic.

    To get an impressive character that could fit a AAA project, we approach the process of texturing with the max attentiveness and consistency, using lots of different tools. 


    Rigging the model means creating a skeletal structure that helps with model animation, so the model follows the structure of the skeleton. Some automatic ways of rigging are presented as features in several game engines like Unity and Unreal Engine. But manual rigging is an important step in a game character modeling for proper animation.


    Rigging can never be fully automated if you want to achieve great results. Some tools with their algorithms can be a great base, but the involvement of an experienced artist in this process is crucial.


    The animation is the final step in the character creation pipeline. Here the 3D character model comes to life — gets facial expressions and body movements. Each movement should reflect the character’s personality, be natural and realistic, and evoke certain emotions in the player, be it joy and laughter or, for example, compassion. All this can be achieved by high-quality character animation.


    As was mentioned above, the foundation for future animation is laid on the rigging stage, when the character gets a bone structure that defines the possible range of movements. To create the correct script and set the needed parameters of motion in a program, a 3D animator must be familiar with the principles of human motion, bipedal creatures, animals, facial expressions in different moods, and finally, be good in physics. Very often, after the motion capture data is imported, the 3D animator has to fix up the keyframes to achieve perfection in the character’s facial expression or body mechanics.


    Game character development requires a lot of expertise and skills that have been polished with years of work in different styles. An experienced artist can make your game character not just well-designed but memorable and captivating. 

    • Like 2
  7. source...

    Export .obj from Daz Studio

    1. Set to Base Resolution

    By double clicking the name or clicking the arrow to the left of it.

    if you export at a higher resolution, you will not be able to import the morph back in, unless you’re a Daz PA.

    1. Load Genesis 3 into a new scene and select it.
    2. Open the Parameters tab.
    3. Expand the Genesis 3 Parameters
    4. Select the General Property Group
    5. Under Resolution Level, select “Base” from the dropdown menu
    • Configure deformations to export

    Daz Studio Export G3 Parameters Settings

    If you see any other morphs dialed in under the Currently Used section, set them to 0 as well, or you will need to reverse them out later (I explain how in Part 3 of this Learning Path).

    If you plan on selling or redistributing the morphs you create in anyway (whether for free, or for profit) you must reverse out any morphs you have dialed in when you export out the figure (I’ll explain how in the ZBrush to Daz Studio section of this tutorial), except for certain merchant resources. Check their individual license agreements (please note, most merchant resources don’t allow redistribution for free, only for profit).

    If you’re planning on using them only for personal projects, you can export any combination of morphs you would like and use as a starting point for your sculpting. Just remember, you won’t be able to sell them or give them away!

    1. With the Genesis 3 figure still selected, within the Parameters tab, click Currently Used
    2. Set both the Mouth Realism HD and Navel Morphs to 0.
    • Export as .obj

    Now that the Resolution Level has been set to “Base” and you configured your morphs, you’re ready to export.


    I like to create a dedicated project folder for each of my projects and keep all related filed organized within that folder.

    Make sure to use the correct scale.

    The settings to the right are what I typically use for creating morphs (you may need to change the scale depending on the modeling application you plan on using, 1 unit = 1 cm or 100%).

    1. Go to File > Export… or click the export button on the UI.
    2. Select where you would like to export the file to
    3. Set the Save as Type to “Wavefront Object (*.obj)”
    4. Give the file a name.
    5. Click the Save button.
    6. Configure your export settings in the window that pops up.
    7. Click Accept.
  8. Source...


    1. What Is Character Concept Art?
    2. The Step-by-step Process Of Creating A Character Concept Art
    3. Our Expertise
    4. Final Thoughts

    What Is Character Concept Art?

    Character concept art is the creation of an entire concept, style, and artwork of a character that does not yet exist, from scratch. To build a character design concept art the artist needs to capture the essence of a character through concept art, including their personality traits, background, and more. 

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