Jump to content
3DCoat Forums

artman

Contributor
  • Posts

    2,231
  • Joined

  • Last visited

Everything posted by artman

  1. Also MOST IMPORTANT tag option should be assign to a hotkey. This way it would simulate selection.Actually...it is the only way to simulate selection. Without a hotkey thhis whole thing would be a useless feature.Very stupid of me to forgot to write . In all it means: -when next action is performed :move to,delete,flip ect... -batch work of this action will occur for all tagged layers. If tag list is empty action only occur for selected layer.
  2. Nothing needs to be selected simultaneously. Just adding a button to put layer name in a list. User would just Tag voxel layer with a Tag option in voxtree rmb menu. Tag option would just queue the layer name in a list. Then when user select "delete" or "move to" :3DC batch work the tag list ,repeating the action on each voxel layers in the list. "Please wait while 3DCoat proceed batch action on tagged layers". In voxtree rmb menu would also have a "clear tags" button,that would empty queue list ....I think
  3. When working on thin surfaces use surface mode. -Click on the cube icon beside your voxtree layer.- Smoothing wont create any holes and there is even ignore backface implemented!
  4. Welcome 3d_sculptress Have you watched the videos on the 3DCoat homepage, I find them to be a very good start.
  5. Andrew, does Rasp Tool will work with Stamp mode ? It looks fantastic btw .
  6. Hey nice start here!! Personnaly I found the "pick from retopo" option in voxel Cloth Tool works great for adding armor pieces with maximum precision.
  7. I've posted about this quite few times.... Andrew probably noticed,they is surely a wall with Fill Tool. Maybe as a surface tool ? better cavity detection must be easier to acheive from the cage BTW : toothpaste and muscle tool works great together.You can make basemesh with toothpaste(degrade and smooth results) increase res and then add musculature with the muscle tool.
  8. It is funny you made those tools because -this week- I was experimenting making basemeshes with snake tool and I thought it had great potential because it felt more natural and faster than using voxel curves. And just when I start to get the hang of it. You release 2 fantastic tools that does it with more control. Very good tools indeed! Snapping to surface on muscle tool will make it even more powerfull. I also like the name "toothpaste" .
  9. It does not matter if Lovebear is chinese just a serie of pictures showcasing a gamemodel workflow would deeply benefit Pilgway.The samurais that he (or his students) made using V2 blew me away. I can only imagine what he would do with V3 power. Tinker could do it also I think ... Pilgway must show a real a-z gamemodel workflow from a very talented artist that is respected in the industry. Im talking the making of a big game character with huge wow factor. I am too lazy and not talented enough to achieve that.
  10. :drinks: Yeah..please no fighting..those features are cool.It is not something to dismiss.I agree tough that 3DCoat needs crazy good timelapses made by very experimented artists in the game industry.It would help a lot. (and Cuffins Ive seen some pretty harsh comments from zb users about 3DCoat too...I guess it is a geek thing,like xbox vs ps3...I mean one can get both ,so why fighting)
  11. Not me Im using Intel Q200 cheap quad and affinitty setting is set to all cores whatever voxel tool im using.
  12. ....please ask that guy: Lovebear, to do a nextgen game character using that All3DC pipeline: 1-voxelsculpting (organic and hardsurface) - 2-retopo+UVS(when ABF++ is done) - 3-Baking (shader:occlusion:normalmap) - 4-texture work using 3DC tools in perpixel painting+ interaction with external 2d editor- I personnaly think he is the best with 3DC out there .... if he would show off some V3 stuff it would be awesome to use as marketing.
  13. Wow! Manual is a hundred times better!! Very solid release!! Congratulation!
  14. Hmmm....retopology would be hard but not quadrangulation. Quadrangulation is perfect candidate for a cavern level. The polycount should even be ok. Quadrangulation does not give less polygons to areas with straight lines like in a cube, it creates a very good flowing topology,which means for sharp hardsurface stuff :too much polys.But for organic topologies it gives a very economic and accurate polycount. ..it is perfect for a cavern system! It would work very well and give a polycount in the range of those used in the game industry for a even a small game level. The only problem I see is the UVing You cannot have a 300000x300000 normal map for the level. So what you need is to use voxels to make tilable cavern pieces. ex:small tunnel chunks with seamless counterparts,entries and exits,Hires freeform rooms(with big texture sizes),little stone objects to hide the junctions ect...) Hope that helps (also,it would be better to assemble the pieces in the game engine editor,so you can place your lights and do real walkarounds,3DCoat and ZB and Mudbox arent Game editors)
  15. Very nice Birthday to you! Enjoy yourself!
  16. I think you should PM Andrew about this. It seems pretty advanced. All our answers as users would be only guessings I guess.
  17. Cloth tool+retopology tools = much fun.(hold ctrl if you want negative merge,negative extrusion values does not work.) Drawing a few quads aint much longer than some bezier splines (use subdivide to smoothen curves).
  18. Awesome! Very convincing ,even as a wip. Ive always been scared by Illithids,they are so weird and frightening. Very good start! No crits so far... maybe using the cloth simulator for the robe could give you dead on results I think.
  19. Thanks Luo Chen All that I know. What I dont know and would like to know. Is : what is the use of increase /decrease space density? Beside being a shortcut for fast scaling. I noticed that decreasing space density greatly speed up quadrangulation process. It is important to know.And it is written nowhere in this forum. to Andrew: What are the practical uses of increase /decrease space density? (offsubject) Also does position in space can affect quadrangulation results? (model being too much right or left or far from center of 3d grid ect...) I say that because sometimes I get completely different quadrangulation results depending on position of the same model on grid.
  20. Enabling rotate along motion on pens does not mess up symmetry on my side. I'm only using 3DC defaults pen here tough..
  21. You can load normal maps in texture shaders (rightclick on marble shader--and choose edit current shader settings) Some sort of color painting in voxels is planned but not soon... But now when you bake your voxel model to painting mode 3dcoat generates both normal map and shader color + normal map of the voxel shader you have on your sculpt. ( right click in the voxtree and choose either--quadrangulate and paint or quadrangulate for perpixel painting) About resolution.Your question is very vague. The resolution you get is the resolution you set. 3DCoat is way beyond Bodypaint. I dont see why textures would be more blurry in 3DC.
  22. Hmmm...I dont think there is a way to preserve the uvs while changing topology in 3DC (maybe I'm totally wrong) Repost in Beta build help section of forum or even directly mail to 3dCoat support if you want this question answered faster by the man himself.Maybe there is a way. If you only want to add a little resolution here and there why not using max with preserve uvs option on?
  23. Ive been able to reproduce but only if I jump to voxels without loading a .3b. (symmetry work on my side,but symmetry plane wont be displayed even if it is on) If I save the same cube and load it ,evrything is fine. For unknown reasons 3DC does not like skipping startup screen without loading any file. ...Ive posted a few time about this. Meanwhile try just loading a .3b each time you start 3DCoat(even an empty one) and please report back if it works for you( until fix of course ). Also,where is rake alpha? Are you talking about the pen no.13 ?
  24. I like it! Dont know Enki much,just some stuff,I like Moebius and, the few european hardcover comics Ive seen made a great impression on me .But Im more in early Marvel and GameWorkshop.(I grew up with them) anyway,please keep posting stuff ,very cool!
×
×
  • Create New...