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Posts posted by Carlosan
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yep, update math is better curvature analysis.
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Ty alvordr for your test
There is a Mantis request open waiting for comments:
Add the ability to auto retopologise but place an edgeloop exactly along a stroke guide
http://3d-coat.com/mantis/view.php?id=1106
please, all +1 are welcome
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Hi
Multishader still is not supported.
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The request was added:
In Feature Request subforum:
http://3d-coat.com/forum/index.php?showtopic=9270
In Mantis: 0001036: Multilayer shader support
http://3d-coat.com/mantis/view.php?id=1036
I hope to work with multishaders in a near future
If you like the idea, please add your comment there.
ty
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4.0.04B on the download page is the latest version
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There is a Mantis request for add that:
Add the ability to auto retopologise but place an edgeloop exactly along a stroke guide
http://3d-coat.com/mantis/view.php?id=1106
please, all +1 are welcome
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Have sense to add a subforum named
Sketchbook or Doodles
and let WIP to post step by step workflows and tutorials
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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 !
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links to old request:
To add Procedural Painting
http://3d-coat.com/mantis/view.php?id=813
Export UVLayout to an SVG/EPS file
http://3d-coat.com/mantis/view.php?id=814
0001089: RGB Automap Islands from your highpoly model
http://3d-coat.com/mantis/view.php?id=1089
if support its, please add your +1
ty
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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.
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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...
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hmmmm...
please PM Taros
ty
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and you are using v4.04B ?
i try to replicated here but everything is ok...
please email
support@3d-coat.com
sending the compressed file project
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try smooth mesh off
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from my point of view... the best way for Hard Surface Modeling will be a CAD modeler soft
FreeCAD, like example
if not... may be any sculpt modeling tuto used with other programs can help
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
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in both scenes, do you used the same shader ?
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Separate Disconnect Pieces not work from the right click layer menu
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This Great Axe is... perfect !
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From
http://www.dota2.com/workshop/
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http://media.steampowered.com/apps/dota2/workshop/Dota2CharacterArtGuide.pdf
http://media.steampowered.com/apps/dota2/workshop/Dota2CharacterTextureGuide.pdf
http://media.steampowered.com/apps/dota2/workshop/Dota2ShaderMaskGuide.pdf
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+1 Support is welcome:
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I found this
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Unity Graphics DeveloperLook 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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ZBrush 4R6 - Yet not excited
in CG & Hardware Discussion
Posted