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Carlosan

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Everything posted by Carlosan

  1. Hi ! This video demonstrates the usage of multiple UV sets in 3D Coat, and briefly touches on the new UV tile support.
  2. Hi, development team is working on it. We need to wait for next release.
  3. Cat head contour is ok for me, only need to have more clear eyes contour.
  4. Hi I was testing and can be a bug, let me inform developers. Thx
  5. Volodya Liubchuk talked about the key things you need to pay attention to during character production for games.
  6. Yes,best way is sculpt, retopo, bake, paint. Do you need to export the model or is just concept design ? Photobash technique over base sculpt render can help too.
  7. Try switching virtual mirror mode off
  8. In this free lesson for my Mastering Hard Surface course I go deep into understanding what defines a unique style and good design by breaking the theory down into 4 important categories. Composition, patterns, symmetry and functionality all form the building blocks of a solid design. Find out more -https://masteringcgi.com.au/course/mastering-hs/
  9. This video is something I've wanted to make for a awhile. It's my goal to help people who are getting into scifi some quick ways to start changing how they think, or just to start thinking! I used any examples I could find online, If i used your art of course I mean nothing by it. I just want to help people to improve. I have a design Gumroad you can get here: https://gumroad.com/l/visualdesign Instagram:https://www.instagram.com/alex_senechal/ Artstation: https://www.artstation.com/acms
  10. Ignore back faces option > Switch to off
  11. Long Pham This is a demo on how to use my (or any) kitbash parts in 3D-Coat for designing vehicles/hard surface stuff. Mostly aimed at concept people, this is very useful to generate ideas and explore design in 3D. You can find a download of the 3D files at : https://gum.co/dirtykitbash
  12. Sorry i misunderstood. Its not possible, sorry. 3dc crop textures based on UVislands.
  13. The normal workflow is this: 1. make the hp model 2. make the lp model (you just need the geometry to keep the silhouette and the shape) 3. unwrap the lp model 4. baking 5. texturing The baking process transfers information from the highpoly onto the lowpoly. Your high poly model is just a piece of information for your low poly. all you take from the hp are the baking maps like normal/ao/curvature etc. You only need an unwrap of your lowpoly. you take later on your highpoly and your unwrapped lowpoly and bake maps out of it. source... Factor influencing the time, high poly for sure.
  14. Wow.... voxel or surface mode ? Any walkthrough will be cool to learn.
  15. Hi Try Edit > Preferences General > Padding > Never
  16. Using same settings cant replicate, sorry. Using PackUV or PAckUV2 same error ?
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