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artman

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Everything posted by artman

  1. Ouch!...the guy was harsh. On which forum was it? I like digital sculpting and seeing sculpting work is always interesting no matter how achieved and detailed a model can be. Your doodle is cool,in a somehow eastern Pokemon way. .Im guessing you are not stupid and dont see your piece as the end of the world anyway. ...sculpting is always a good action. The guy is a little too serious ,I smell heart attack before 40.
  2. I like it the way it is right now,it can be a little confusing but I like the fact that all objects share layers and that each layers can be a custom mix of the 3 main maps. to Phil:In game industry diffuse is the name used to identify base color texture.
  3. Euh....yeah,actually they have a _negative extension but inside the .obi file. When I open turbine1.obj in max for example and choose multiple object option I get two objects named: objCylinder and obj_negative. Its easy in 3dsMax just name your subobjects like that and save as .obj with group as object option on.
  4. you need to name it yourname_negative . Yourname being a name of your choice of course
  5. A very good feature and very well explained . Congrat guys!
  6. I found solution to point 1 and 2 of my first post. It seems that putting the 2 normal maps in difference mode in Photoshop and converting the result to grayscale works !! In DP I imported the result as displacement inside the voxel color layer and the result is very good. No seams and very sharp details.(I'm very surprised,I thought I would need something like crazybump to do that,but a simple convert to grayscale seems to give good results.) I can now use the clone brush on baked shader color+bump without problems Here is shot of shader color+displacement layer(from grayscale difference map) And here is shader color+displacement layer + the normal map(without shaderbump) So now when I use the clone brush it is like painting real marble. Doing this kind of work with the stamp brush and pens alone would be very long job. Also,the previewing of shader scale and editing is much more faster than the Filling tool,and it works on multimillion pieces.You get realtime hires filling tool. Now,if we could assign multiple shaders to a single voxel layer it would be terrific wouldnt it?
  7. There wont be any strecthing or overlapping polygons once the adaptive skin is made. Pixologic wouldnt be that stupid.It would be like adding a useless feature. The way I see it,it is a very efficient way to lay organic models but that's it. Peoples who are already proficient with zsphere( not a large group of zb users) will be able to create astounding piece of work with this. But it does not even come close to voxels in terms of freedom. By freedom I mean cut,paste,merge,substract functions. You cannot lay out precise hardsurface pieces based on concept art out of Zspheres. It really is for organic basemesh generation,with a very stylish and comfortable system. But frankly I think voxel+quadrangulation is way ahead of that.
  8. Awesome! I wouldnt have expected it to change so I didnt use it for a while, but now ....it works really cool! .I think sometimes Andrew makes a lot of improvements that dont make it to the betas logs.One day I woke up and I found out the "hardness" function in voxel curves was fixed(it was buggy),it was like a total surprise.
  9. Cool! That is a very well spent 25 minutes!
  10. more ideas..... 1-please add a "cavity intensity" setting (see picmat_redwax) inside "marble" shader. 2-also a bump-to-normal map conversion tool would be cool and useful
  11. CENSORING !?...even written with capital letters ... :lol: :lol: :lol: It is as much censorship as zspheres are voxels. It is a just a small title edit for clarity. I admit changing the title was a little overprotective... I mean,somebody could call a thread "Dancing poneys in 3Dcoat" and it wouldnt get changed.... I had a good laugh,I thought there was a BIG polemic going on...
  12. The troll is getting more and more alive! I know texturing isnt finished so I cant really give critcs about that... But... if I were you I would go back a little to the voxel sculpt and add a little definition. No new details,the distribution is already perfect,just highligting what you already sculpted. I suggest 3 pass: 1-a little extrude brush on the elevated details with low value and pen no.4 2-a little surface pinch brush following the carved lines(cavities) (low value with small radius) 3-and finally a little surface smooth brush everywhere except carved lines (its gonna remove the sculpted look) (if you dont know,you can get to surface mode clicking on the cube icon beside your voxtree layer) Also I suggest applying those changes with shader picmat_clay on, it is really good shaders that shows more what will really be transfered to the normal map. I'm only saying this because you asked for crits. I think it is a really cool model already.
  13. Gorgeous!! ...your composition got a very Final Fantasy XII look! I like it a lot. Did you use "Edit projection in external editor" in 3DC to paint some texture work with Gimp,or did you use it only for compositing the final image? Anyway,you need to post it in finished pieces soon,it is so worth gallery!
  14. I know it is on Andrew's to-do list.It has been asked for a dozen times.There is probably something that makes it not so easy to do.
  15. ...that would make sense,just like the mask we can use with 2d pen creations. Very good idea! (3DCoat would need to trigger the use of the second object only when doing substractive operations tough,otherwise the first model would be completetly replaced by the second)
  16. 1-use Clone Space Density from voxtree rmb menu (Be sure show symmetry plane is on) 2-Move around space density layer using transform (you can even rotate the layer if you want:which you could not do using the TAB method) 3-Once the symmetry plane is where you want it, select your original layer and use ''move to'' from rmb menu and choose the cloned space density layer. But if there is not rotation,just using TAB is quicker. Also know that each time you increase voxel res the sym plane will reset..(Andrew will probably improve that eventually.)
  17. The user would load multiple grayscale images but on only 1 axis.(and input distance between shapes) And 3DCoat would interpolate and creates an object from them,like a loft object creator.
  18. (I know shader baker is really new,so maybe some of my request are already on your to-do list.) 1-Be able to bake only shader (with shader's normal map,but without the whole voxel sculpt details(only the shader bump not the complete normal map) It is useful when user want to go back to voxel sculpt,change the shader,bake the new shader ,and then blend the layers in texture work. 2-send shader normal map with(inside) color layer as depth instead of it being prisoner of the main normalmap .( it is to go along request 1 ) 3-more shaders options(when editing shaders) :load multiple textures and normal maps with blending sliders,ability to add alpha map to blend between those textures,maybe even add there the very good fractal and procedural stuff you made for fill tool,also be able to rotate the wrapping. In all,my fantasy would be a way to edit shaders in 3DC in such a way that it would be like a real material editor ,a laboratory for users to "coat" their models. (Im going a little crazy here,sorry ) 4-also if you would implement the ability to load external shaders from files in formats used in game industry,I think peoples would buy 3DCoat just for that,just like now with the retopology tools. 5- a heal brush in painting tools would be a very welcomed addition to 3DC's arsenal and would complement the coating idea very well.(texture artists will need to break up the tiled aspect of textured shaders,this is where clone brush and healing brush become useful) 6-glow map display is the only missing element in 3DC maps .You can probably add this to render room easily as a post effect associated with a specific layer the user would choose. Maybe it is not that easy..I dont know. It is little early for feature request on this subject...but I didnt want to forget my ideas.
  19. Very cool! My favorite design from you so far. Wings are very nice.
  20. Nothing new in my requests,I've posted a few times about this during 3dc development those are my 3 strongest wishes for the brushes 1-Fill brush should be able to fill not only small cavities with small brush sizes but also larger cavities using larger brush sizes. ( if you could make it a surface Fill brush instead maybe it would work better,something like new surface smooth that you did ,but that would also add volume in cavities as it smooths) 2-Scrape brush strength (if it not possible ,there it is very easy to do it,just add a slider in the brush settings(call it "scrape intensity" for example) that would temporary override "pen sensitivity" in 3dc preferences menu. 3DC would bring back "pen sensitivity" to previous value when choosing another brush than scrape. This is already what I do when I need to adjust scrape brush strength and it works very well. 3-15 august is soon...but if you could merge extrude brush with voxpinch brush I think it would create a very popular brush. Right now I need to use both after each other and try to follow the same strokes,which is not always easy.
  21. It is totally doable. You can achieve a basemesh like a zsphere one using lowres voxels . If you ever made a full fledged character out of a zsphere basemesh well it is the same thing you do with lowres voxels. Then you increase res,building up character with sculpting tools,extracts and splits copies to get accesories,add custom curves for belts and straps,hair with spike brush for example...It's all a matter of being comfortable with the brushes or not.There is a little wall to break.If you are very proficient using poly modeling then you will probably get faster results using polys because you dont even need to think anymore about the tools .
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