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Bernardo

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Everything posted by Bernardo

  1. Hello everyone! I was wondering if in 3dcoat there is a way to generate procedurally a voxel mesh (or any mesh... in the end I will need a polys mesh anyway) like the inside of a croissant. Something like this: I have some experience with 3dcoat, but mostly in texture painting, so if someone knows some technique, it would be great if you could point me at some tutorial, or give some hint... Thank you in advance for any help!
  2. Hi Folks! Thanks for the replies, glad you liked the work! I have been a bit busy but I managed to go a bit forward. Here is a screen made from blender real time engine. All the new stuff is modeled in blender, then sculpted retopoed, painted and baked in 3dcoat. anyway I noticed that there is some problem with the baked textures on some face. I tried to start to fix things and here for example there is a screen of the kind of the problem I get. This is a picture of the paint room with the baked textures. If I turn on the vox model the problem disappear, so the original paint is fine. I cannot understand what it is as the UVs looks fine for that face. What could that be? Thanks for any help!
  3. Hi everyone! This is my first work in 3d coat. I would like to try to create some game asset and I thought I'd creat a small dungeon. I started with the entrance hall column. The base mesh was created in blender, while all the rest (sculpt, retopo and bake) is made in 3d coat. The real time render is from marmoset. The polycount for the retopoed mesh is 2559 polygons (4346 triangles). As I said I am quite noob with 3d coat, but I really like the soft so far and I am starting to understand how it work. Right now I just exported a normal map. Tomorrow I will try to paint the model and export some more map. What do you think so far?
  4. I quote michalis. Cycles node system is virtually endless, so it is quite hard to cover a good amount of possibilities.
  5. wow this would be nice! But is it still inside 3d coat or it was just some year ago? Anyway I would warmly welcome such a feature!
  6. I made a super fast material, I hope it can help. Here I used procedural textures, but the thing works exactly the same for image textures. We have the sum of a Diffuse and a Glossy BSDF. The color of the glossy can use a normal image texture. As for the Glossy BSDF as you can see it is using the bw output of the Noise texture. I used a color ramp to increase the contrast and better see the effect. Dark areas of the noise texture have lower reflections, while white areas return stronger ones. Later we have a shader mix node. I used a wave texture to balance the mix. White areas of the texture will increase the influence of the second socket (in this case the transparent BSDF, while black areas will increase the influence of the upper socket (the sum of the Diffuse and Glossy). Finally I used the voronoi texture as a bump. You can see that we have to use the right node to convert the bw image into good data for Cycles to apply the bump on the shaders. Right under the bump node I putted a normal map node, which of course is the one to use in case we have a normal map. On the far left part there is the texture coordinate node. A last note. There is also the possibility to use the bump texture as displacement plugging the bw image directly into the displacement socket of the material output on the right, but this is still an incomplete function in Cycles. I hope this can help you! If you have any other question just ak
  7. Hi haikalle and thank you for your great work! 1) Well the situation can be very different of course. It depends on the kind of textures. Textures can be used pretty much for everything. First of all of course they can be used as color inputs for BSDFs. But in general when you have a black and white map you can use it for everything, so stating where they should be placed is quite hard. We should try to point out some more specific situation. 2) About the spec maps you can use them in 2 ways. You can plug them directly in a glossy BSDF color input and they will set the intensity of the reflections. Or you can plug them into a Fac input of a mix shader node and they will trim how much of the two shaders that you are mixing will come out from the output. Let's say you are mixing a diffuse and a glossy BSDF (diffuse in the first socket and glossy in the second). If you plug the spec map into the fac input the white areas of the map will return the glossy BSDF, while the black areas the Diffuse one. Of course all the greyscale in the middle will return mixed BSDF. Hope I helped you a bit, if you have other questions just ask, I will try to answer as I can!
  8. Thank you for the super fast answer! I just sent you an email.
  9. hello! Congrats on the new release, looks awesome! I have a problem: I own a licence of 3dcoat on steam, which I bought during the "free update to v4" period. Today when I opened steam it automatically updated 3dcoat to v4 but now when I open 3dcoat it tells me that my copy is not registered and I can chose between 2 options: run the trial or buy a licence... what should I do? When I start the program it shows my key, but then all the time it starts it always give me the same message. Thanks in advance!
  10. hello everyone. I own a steam version of 3dcoat. As far as I understand, 3dCoat support linux, but when I try to install it using the steam linux beta version it tells me that the program is not supported under this platform... What's the drill? Thanks
  11. Hi everyone! My name's Bernardo, I work as a vfx artist in Warsaw (but I am Italian ). I use mainly blender, but I am always interested in new tools to add to my pipeline. 3dCoat looks really interestning and I am testing the trial these days with positive feedback. So I think I will purchase the soft, so I can also get v4 upgrade . Now I have a simple question. I saw that 3Dcoat professional is sold on steam at a lower price than normal... Is this version totally equal to the one I would purchase on this website or is there any sort of diffence? Thank you very much for the help!
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