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Methelina

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Everything posted by Methelina

  1. Thx! Update of the ceph armor:
  2. Thx a lot! Yeah, in 3D Coat All stages made in Coat
  3. So! =) Update of the alien work =) baked AO, looks perfect i think ) Demo of this stage x64
  4. Main idea is a reconstruction of the Source Hipolymesh form from NM\Height Map and envelope\low-poly mesh. Sometimes we need to reconstruct the base mesh for remeshing or upgrading but after voxelizing we have only a facet-look or heavy subdivided mesh without microdisplacement what we needed. In this point would be awesome to have an option to import low-poly mesh for voxelizing based on the normal map or parallax map (RGBA, A=height). And we will have a voxel layer with the model very close to the source one and will able to modify it and remake
  5. Hello There folks! New Update than=)
  6. http://quixel.se/ddo/ dDo needs the special splat-map, where the any colored pixel holds the information about material at the dDo workspace. This map can be baked as a common diffuse map, where the any material/object assigned with the special color. NM + Splatmap Zbrush already add this feature for dDo users, where the any sub-tool can be colored by the dDo-color and this data will be baked as vertexcolor at the X-normal from the exported zbrush-meshes. Plugin link: http://gruegames.com/screenshots/dDoSwatchesForZbrush.zip "As xNormal could read vertex color from Zbrush .obj, it can be baked. You could also move needed material buttons from plugin to your layout with preferences-config-customize (preferences - config - enable customize and alt+control drag).."©Tinker3d Zbrush pipleline is: 1) Hide the unneeded subtools, select the mat from the Swatch. All visible subtools are painted with the material. 2) Repeat while all subtools will have a proper ddo color. 3) Bake the diff map from vertexes, and we have a splat map for the dDO. or 4) export retopo and all subtools as meshes, and bake Vertex Color at XNormal. But in the 3D-coat useing ddo are vry hard. Pipeline looks like: 1) Separate vox-layers 1 per material: 1 layer for all iron parts, another one for the leather, else one for the glass etc. 2) Export all this VLayers as the .obj files. 3) Export retopology to the .obj 4) Open X-normal, add the retopo to the Lopoly room for baking, add the all hipoly layers to the hipoly room. (Shame to use external baking software, a lot of artefacts and bad things appears) 5) Bake the "Bake Base Texture" with ObjectID option "on". Save base map as .tga. 6) Open this map at the photoshop, manualy reassign all colors to the dDo colors.... Save the texture as splat map... 7) Fix errors... Open dDo Abstract 1) Add the menu with swatches at the VOX room, where user can assign the ddo-color for any vox-layer. 2) After merge to retopo this baked data may be stored as "splatmap channel" like a "ambient occlusion" or the "Normal Map" and can be repainted or modified at the Paint room. 3) Add the "dDo swatches" menu to the Color Picker where the HSL lives 4) Add the "splatmap" to the Textures/Export. Voila, we have a properly baked splat-map without detailloss and inbetween software artifacts Thx for attention! P.S.: Swatches for Photoshop and Illustrator at the attach. dDO_swatches.7z
  7. Wow! Awesome drake! Interesting idea with brontotherium-style horns!
  8. thanks folks!=) and something new
  9. Thx guys=))) And I love insects=) _________________________________________________________________________
  10. Nice one!=) dis guy looks like he full of hunger=)
  11. Thx guys! =))) Ingame developers fotage of my Donar VTOL=) Love the hardsurface in 3dc=)
  12. Thx a lot guys=) curve tool is always rocks=)
  13. EHehe! Thx a lot!=))) Lil update! And playin with a unbiased rendering=)
  14. Awesome little kitty! Nice work on polymesh! And may be a little detail texture on it like a mix of noises depended from cavity? Wht do u think about it
  15. Update WIP of the supernova hull
  16. Thx=) With procedural apng combiner. procedural_apng.7z I rendered HQ 32 frames with alpha, then put the combiner at the dir with the frames, Set the cmd properties "output.png 0000*.tga" for .exe, at the output we have 1 animated png files with 32 frames, about 41mb packed to 2mb. At last we have custom-controlled HQ turntable with transparency and without quality loss
  17. Thx a lot=)) I discovered nice method of turnable-sqs storage!
  18. My work for game MECHWARRIOR: LIVING LEGENDS SuperNova Mech First WIP Design Gun view Experimenting with hardsurface, first test is siege weapon pod
  19. Yeah! Agree 2, masking will save nerves and raise up the paint work at new level. And with Pie menu selecting and changin' the layers and masks will be much easy and visual. And in this issue Pixel-LOCK at layer will be nice thing too to prevent bleeding of pixels.
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