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Carlosan

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Posts posted by Carlosan

  1. Have sense to add a subforum named

    Sketchbook or Doodles

    and let WIP to post step by step workflows and tutorials

    ---------------------------------------------------------------------

    I like to keep Finished Works alive

    why

    Look Jarvo post like example

    http://3d-coat.com/forum/index.php?app=gallery&image=4

    He added a pic and posted a note:

    description and discussion and more images here: http://3d-coat.com/f...showtopic=14534

    I take this user decision like a natural flow to add information to he forum

    one place to add pic and another one to talk about

    comments are like tweets... few words to express opinions... i like it, great work, etc

    but for detailed conversation... post are overall (my pov)

    regards ! :)

  2. Hi

    Time ago another user asked same question, here the link

    http://3d-coat.com/forum/index.php?showtopic=9822&hl=polygroups

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    Because some users doesnt work with ZB, let me add 2 docs to illustrate the tool:

    http://docs.pixologic.com/reference-guide/tool/polymesh/polygroups/

    http://docs.pixologic.com/user-guide/3d-modeling/modeling-basics/polygroups/

    Polygroups allow you to organize the mesh with visual grouping information.

    Polygroups are one way to organize your mesh.

    Another way is to use Subtools.

    Where SubTools create separate pieces of geometry, Polygroups only create separate selection areas.

    Your mesh is still one contiguous surface.

  3. Check out these two videos, to get a better idea about the Voxel to Retopo workflow.

    3D coat for game production

    yes

    how well does it fit in that kind of production

    great

    pros

    all

    cons

    no hard surface modeling (i use blender for this)

    no poly subdivisions levels / no sculpt layers

    Can it save time

    a LOT

    Can it improve final quality

    sure

    any suggestions or ideas that would help me decide

    what do you need to decide ? sorry was not clear for me

    if you are asking about to use sculpt programs to make fast prototypes, design characters and make it with best quality... yes, sculpt programs -any- are (from my POW) the only way.

    and not only games, tv, films, machinima...

  4. from my point of view... the best way for Hard Surface Modeling will be a CAD modeler soft

    FreeCAD, like example

    http://www.freecadweb.org/

    if not... may be any sculpt modeling tuto used with other programs can help

    http://www.zbrushcentral.com/showthread.php?178005-ZBrush-INDUSTRY-SPOTLIGHT-with-David-Bentley-%2812-videos%29

    http://vimeo.com/33562243

    hard modeling, organic modeling, nurbs, box modeling... name it here...

    all the soft have pros and cons... and are optimized for different modeling types

    i always try to study first the model shapes, just to understand which will be the best way to model it.

    hope it help

  5. I found this

    ----------------------

    icon.png

    Unity Graphics Developer
    avatar411_1.gif

    Look at UnityCG.cginc file (in Unity.app/Contents/CGIncludes). It contains a helper macro named TANGENT_SPACE_ROTATION that builds a 3x3 matrix from vertex normal and tangent.

    In Unity vertices supply normals (float3) and tangents (float4; xyz is the tangent vector and w is either +1 or -1; to determine the direction of binormal). Binormal is the cross product of normal and tangent, multiplied by tangent.w. The tangent matrix then is tangent, binormal and normal vectors as the axes.

    http://forum.unity3d.com/threads/5186-Tangent-space

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