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haikalle

Applink Developer
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Everything posted by haikalle

  1. This could be a very good idea. I think that it is very important that when 3d-coat v3 release is getting closer that we could have some master pieces to show the real power. I know that it is a little bit hard when there all the bugs and missing features but It's already starting to look a real pro program. This game project could be one idea. Maybe we could do a scene or simple animation, where would be many models by different users or something like that.
  2. I already got the file. thanks! Now it's working. There is so many options that you can go wrong with. It took like 4 hours until I noticed that I have scaled my model and that's why displacement map looked all wrong.
  3. Now we live in v71. maybe when it hits v100 = 3d-coat 3 is out!
  4. This is a very good start. The head shape is nice. And you have added a lot detail. I can see that this is over 10mil sculpt. Maybe you can try to shape legs and torso a little bit better. Now they are very basic shape. And try to keep triangles count as minimal as possible. If you press "increase button" too often then it is very hard to make big changes later. I personally wouldn't sculpt small details at all. I would leave everything to DP. But like I said it's very good start and I hope you will continue with this model.
  5. v71 bug. 1. Go to sculpt mode. 2. Increase Resolution. 3. choose extrude brush 4. Start make a deep hole and very soon You find out that there is an another sphere inside of the first one. Same thing if you choose Airbrush mode and start to make a deep hole. First it is okey but very soon you can see that the brush dosen't respond anymore. So there is something wrong with "Increase button". It seems that this only problem when you press Increase button once. If you press twice, it's okey. v71 bug. 1. Sculpt mode Primitives->Sphere 2. change radius to larger and press enter. 3. I'm not able to see it.
  6. This is my Workflow. 1. Start with basic Sphere and "Quadrangulate object" 2. Make simple UV-set 3. Go back and scult your model 4. go to Retopologization mode and "Merge for per pixel painting" and this happens It will cut most of my scult away. This happens to parts where distance seems to be quite long with retopoly object and sculpt object. It is V71
  7. This is funny. I'm still having some problems with this one. I downloaded your modifyed houdini file and then replaced obj file and exr file with my own files and it dosen't give the results I want. Do you still have your cube obj file and exr that I can borrow to see if that works. When you doing your vector displacement map. Are you using tangent space and black to zero, not normalized options to get best results?
  8. Thanks so much psyborgue. your changes makes a perfect sense. I'm right now seeing my parents but on sunday when I'm going back I will play with this more.
  9. I'm not quite sure but I think that 3d-coat cannot build spikes like you have in your cube. Here is a picture When I'm in sculpt mode. First picture is basic spike and second one is curved spike. The end result is the same. Like I said I have to do some tests to confirm this.
  10. Which program did you use to make cube with spikes like in your picture. Do you have maybe obj file and Displacement file to give. That would be great if you can download houdini too. here is my houdini file so you can check it out. File
  11. It should work like that but I will do futher testing with your example psyborgue. Thanks again for explaining so well everything.
  12. Thanks Andrew and psyborgue! I think that now it's working like it should. It was good point about normal maps. So the end result was that I took normal maps away and now it is only Vector Displacement. I had to adjust some options in houdini to take black lines away but now I'm very happy for result.
  13. Here is a node tree. I added Normal map. My only consern is that did I add Normal maps normals right way or not. In this node I'm just adding the Displacement normal and Normal map texture normal together and then normalized it. If there is any better way do it. Maybe you can help me again psyborgue. I know that I'm doing something wrong because I get these black lines in my render.
  14. second and third are my favourite. You can build really nice monster head from second pic. Great start.
  15. This is a nice update. I like the mouth area a lot. Maybe the neck area is something that you can focus more. But this is much better than anything I have done so it is hard to find anything to improve. Keep it up.
  16. It works! Now it works in tangent space mode. My problem was that I used "zero level is grey" where colors are normalized. I'm not quite sure if here is houdini users but if somebody wants to use this material I can download it to forum. How does "Absolute positions" works. Does it use Tangent Space or object space? This is other problem I'm facing right now. Here is a picture to help to understand. When I'm doing a sculpt and build mesh for it and then press "Merge into Scene" It changes Vector Displacement to normal Displacement. Can anybody else confirm this.
  17. Thanks so much for that information. Here is a update. Good thing that you can see displace. And also good thing is that it's not only up and down but every direction. Bad thing is that it dosen't look any how it should look like. Here is a picture
  18. Hi ! I have been working with Vector Displacement plugin and my goal is take 3d-coat Displacement maps to houdini. Did you know that you can get free houdini Master if you are using it for personal projects and not taking money for it. I just found it and I really like it. This picture is what I have so far. The base of this shader I took from Sidefx forum. And it was ment to working with Normal maps. What I understand with my small brains is that Vector Displacement maps works almost like Normal maps. they both are using Tangent space and Vec. Disp also moves surface. My question is that after texture node. I'm splitting RGB channels. What are the Max and Min values of each channel when I'm using 32-bit Openexr format. Because I think that I have to do some kind of Convertion from color value to Vector value so I have know those limits. But here is a picture from the work so far. I don't know is this going to be a life time project because I'm not good with these things but I have had a lot of fun time playing with this one so..and help from anybody would be nice.
  19. That would be very nice feature in 3d-coat. I agree that if Andrew is going to do this at some point of time, it should be python support because so many 3d programs are using this. Only problem is what also Andrew said, that in some cases python is going to be too slow. But I really like the developping speed right now so I can wait this feature.
  20. Nice style. I remember my first model and it wasen't anything good as this one. What renderer have you used. It gives a nice results, maybe modo? It would be nice to see your resent models too.
  21. This is amazing. And only 4.6 mil. that is a very good thing. to me it looks more like 10 mil sculpt.
  22. Nice one, kay_Eva! Yes. I'm sure that you had a lot of fun to play with this style. This is right direction. Just do something crazy and have fun same time. Keep us posted with updates.
  23. This is great news. I really wait this feature "- correct baking VS->Dp" I'm going to buy wacom tablet tomorrow because of this great program.
  24. Thanks Andrew. This is a very nice update. It's amazing that you have done all this in short time. I bet it's a good advance when you are the only coder of this program so you really know this program very well. And making changes is faster than in big company. I just hope that it will not take your powers too much... DP is fast. Makes my old computer looks like new one. I like it.
  25. This is a nice Zombi grandmum version. Good job psyborgue. Wrinkels really gives a nice touch to your model. Maybe the ear area needs a little bit work.
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