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Posts posted by Carlosan
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Unreal Engine only supports a single UV map for actual textures (but multiple materials)
You need non-overlapping UV's for your meshes in order to bake the lights properly.
Source
https://forums.unrealengine.com/showthread.php?748-Error-Lightmap-UV-are-overlapping-by-40
ty for sharing
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At 11:00 this video show a little interaction with colors
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Good Job!
added to our google+ site
https://plus.google.com/u/0/communities/106474664209983631500
feel free to add it to gallery to please
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sorry, me or... ?
i done it
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i support this idea, full support
http://3d-coat.com/mantis/view.php?id=1308
+1
Spacepainter, this help ?
http://help.trello.com/customer/portal/articles/935582-voting-on-cards
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what about morph maps ?
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Personally I find MoI3d far more impressive for intuitive and accurate hard surface modeling.
agree 100%
remember Electro Plasma Gun ?
http://moi3d.com/gallery/viewitem.php?id=724&subid=0
3DC need to refine baking system, finish full PShop interoperability, add sculpt groups and sculpt layers, sculpt and paint at same time.
next step a new PBR texture/rendering
and finally upgrade retopo-room to modeler-room status using Nurbs
my humble pov
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i a great advance for sculpt programs and show the way, for sure
i dont like the destructive way they take in the development
apply any change asked by art directors will be cumbersome
no destructive way using nurbs + booleans -from my pov- will be the way for 3DC to make the app a full Swiss army knife solution in any workflow
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yup
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what i said ?
what if retopo room surpass the actual function and becomes Shape Room, with more surface modeling added and becomes the center pivot of modeling (merge, pick from retopo to Sculpt room and merge with ppp to paint room) ?
is the logical development way, just we need more time
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Lightwave careers site asking for
Wanted : Modeling Developer
https://www.lightwave3d.com/careers/
Why ? because David Ikeda leave lightwave -was Modeling Developer-
http://www.rendering.de/?p=4658
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Will be this applink compatible with the new
Houdini Indie ?
http://www.sidefx.com/index.php?option=com_content&task=view&id=2853&Itemid=66
Side Effects Software, an industry leader in 3D animation and visual effects software, is proud to announce the immediate release of Houdini Indie which makes all of Houdini’s animation and VFX tools available under a limited commercial license to independent animators and game makers who want to use Houdini during the incubation stage of their business.
ty
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reporting
ty
note: i be back
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Will you please try again ?
ty
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by meindbender
The Pirate is a one minute promo for Cartoon Network. Created by Swedish Meindbender Animation Studio.
See more of our work at www.meindbender.com
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http://www.cgsociety.org/index.php/CGSFeatures/CGSFeatureSpecial/meindbender
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CREDITS
Director: Olov Burman
Shading and Rendering: Michael Bengtsson, Hervé Steff
Animators: Calle Halldin, Olov Burman
Modeling: Hervé Steff, Michael Bengtsson, Olov Burman, Marcus Ottosson
Rigging: Calle Halldin
Post Production: Michael Bengtsson
Music: Joel Eriksson
Voice Acting: Pär Nymark
Sound Effects: Ljudlabbet (Daniel Saxlid)
Cloth and Hair Simulation: Marcus Ottosson
Closepup Explosion: Matt Radford
Water Simulation: Brian Looney
Renderfarm: Rendernet (Henrik Norin)
Modelmaking: Chris Schifferns
Technical Support: Kustaa Vuori
Programmer: Mihnea Balta
3D Scanning: Paulo Kiefe (Creative Tools)
Cartoon Network Representatives: Raf Gasak (Creative Director, Turner Broadcasting Europe), Lola Gamester (Project Assistant)
Rendered with Maxwell -
http://3d-coat.com/forum/index.php?showtopic=16476&p=111699
... every external package may treat the quadrangulation differently when importing the model which will result different normal information on the model and then the normal maps wont display correctly.
In short -
for the normal maps to display correctly the model should be triangulated so the normals wont change .The external package must import model with the normal information and the correct tangent basis should be used for the external package to display it correctly.
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if you paint over... the freeze area refresh and any change recently done is show
sound as bug for me
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is this post related ?
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will your please explain step by step your workflow adding pictures ?
usually you make an empty layer -parent group-
with another 2 layers as children
example
- Parent
- bolt
- sphere
Then and retopo room make 2 retopo groups, named bolt and sphere
use Name correspondences for baking
At paint room, sub-object tab let you switch on/off the objects to isolate any1
http://www.3d-coat.com/wiki/index.php/2.9_Sub-Objects_Tab
remember not to paint over Layer0 -is used internally for bake operations
and
View
show voxels in paint room = off
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WELCOME !
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glad you found your way !
Creating a Normal (and Colr) map for Import
in SOS! If you need urgent help for 3DCoat
Posted
please will share the model ?