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Tony Nemo

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Everything posted by Tony Nemo

  1. Sculpt room detail gets baked in Retopo and has way more choice in brushes and techniques than Paint room. Paint room has PBR. At anytime you can link to PS.
  2. If you are going to autopo again, fill the pants with a solid version. In voxel mode merge them and autopo. It uses fewer polygons.
  3. It will be the first tab shown when you look at the Smart Materials tab.
  4. A lot of polygons. You can reduce 3 to one to replace your edge loop area or you can strip out edges on the head to match those on the back of your character. The latter is best.
  5. You can add (save) PBR materials by right clicking the little triangle on the Default tab. Pick the tab that will be your final location and pick something close to what you want. Then right click the PBR and choose "Smart Material Editor". You can save the file where you want but it will also be available in the tab you chose originally.
  6. Hmmmm... I think importing the FBX into sculpt and import the OBJ mesh for the finished work.
  7. Is it a little too wide as well? Maybe a simple scale reduction will suffice.
  8. Classic Mask and very well done! Any thought for 3D printing?
  9. Try doing it with the volume not ghosted.
  10. Version? Upgrade? The upgrade will be 3D-Coat 5. Do you have version 3?
  11. For C4D users the Octane plugin simplified much Octane functionality. I pass an OBJ to C4d and use the 3DC textures in the appropriate nodes.
  12. I think Pilgway has farmed this out. I followed the ling and confirmed that Pilgway can use my data.
  13. Your import to Sculpt saves all relevant info and is the correct method to use when wishing to change the topology. I am not familiar with"turbo smoothing" but it may have been involved in your problem.
  14. As you have no doubt discovered, the "UV" tab is for something from the Paint room.
  15. Go back to the Sculpt room where your model resides and right click the volume and select Autopo from the menu. This will start you on an auto creation of UVs. Or go to the Retopo room and cover the model manually with polygons.
  16. I suppose the two materials are in different layers, have you experimented with the top layer's opacity?
  17. I might use two models, one over the other and reduced opacity.
  18. It brings more than the low poly mesh, it also brings in the info that was present in the Retopo room when you baked it. The detail should be visible in Sculpt.
  19. I don't think you will see anything like weighted rigs in 3DC. You can import poses and adjust things like wrinkles, etc and export the pose (which you already have the UVs, joints and weights associated with the import of that pose).
  20. The move by AI to specialized task designs should reduce the demand for generalists like CPUs and GPUs. That should stop artists from having to compete with data miners and bitcoin miners.
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