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Ratchet

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Everything posted by Ratchet

  1. When retopo on some hard surface like a cube, it would be great to have some optionnal key when presse would place the cursor at the maximum voxel height automatically. Like when you wahnt to be placed on a cube exact corner point to draw your polygon.
  2. 3D Coat can import already a big polycount model for retopology, i would wish if we could import bigger polys models ?
  3. I wouls say Rig and animate the Low poly version fo your model in a new "Animation room". Yes Blender is free and do that very well.
  4. No i re installed the latest i 3.5.25, with english menus that time, and the Clay tool works really well in voxel mode When you add volume you don't have the vertex big deformations like it was before : now that's toltal freedom with this tool and the fast Objects ADD/CUT ! Just great, and thanks again for this amazing tool
  5. Well, Does anyone knows if theres is some tutorial for the latest tool on Beta : Clay Tool ? I only succed using it to Add/cut with region tools ?? Is there a way to sue it with standard pens ? Some tutorial on from beginning on how to use it , would be helpfull
  6. In fact all pens tools don't work, only region selection (square, circle, polygon region etc ...) work with Clay. that's all as simple as that. Perhaps i didn't undertsood and the tool can't work with Standard pencils ? Ill' try to reinstall perhaps to retry ? Does anyone use Clay tool with pencils ?
  7. In fact their new Dynamesh feature looks a lot like the latest Clay tool of 3D Coat. Its like putting clay anywhere on the mesh or cutting it as you want with no constraint at all. Where 3D coat is better , is that you can really put anywhere in space the voxels, in Zbrush with Dynamesh, the Clay you put or cut must stay on the base mesh, you can't put clay somewhere else on the space ! I think Next Step for Zbrush will be a better Retopology tools perhaps ? And next evolution why not could be to integrate low poly modeling tools , even if Zbrush with shadowbix and 3D Coat allow doing substraction on volumes, perhaps one of them will bring "real" low poly modeling tools that you could mix with actual Sculpt product ? For example you do some retopology on the character , than you could cut/extrude surface to make solid armor and complex hard surfaces. Caus precise hard surfaces can take a long time to make using sculpting tools : base sculpting, refining the mesh, refining the surface, refining again ... Blender do that, but it is too much slow for scultping and far away behind in termes of tools compared to 3D coat or Zbrush.
  8. Yes in fact i downloaded and used the latest Beta release ! It worked only one time, with the simple pencil mode and a simple rounded brush. After that even under Clay, the tool didn't wanted to resize, and only rectangle region selection to use Clay worked. Let's wait some official release to erally use it !
  9. In fact i don't understand the Clay tool only workd with the Rectangle draw pencil for example, not with simpel drawing pencils ? Perhaps a bug !
  10. Well i just switched show Beta Tools to work with the great new Tool : "Blob" it's strange it worked first time before i use the Spray/relax tool in Voxel more, after that no way to use it ? I restarted 3D coat , but again, it don't work anymore ? It is a bug or do i have missed something ?
  11. But i agree the pinch tool in Voxel Mode , i use it rarelly caus i reach what i want i another ways. I agree if we would have some new Brushes for Hard Edges in 3D Coat (perhaps some inpired by Zbrush like Flatten Finish and some others). Another tool , could be flatten tool , but along a curve or a path (like curve tool) ! Or flatten some size along a cruve or a path , i think it could be usefull also. For the sword anyone using a good resolution on voxels can do it easily if he knows the good tools !
  12. In fact for hard surface, you sometimes need some good voxel resolution also. Some tools like Hide and delete Hidden Voxels are very usefull. For example by using the select polygon area Pen Or any other like Bezier curve region selection ; that sort of things in combination with With Hide voxels allow you to create good hard surfaces. If it's a simple edge in a surface, use extrude along a path some Shape simply. You have the Plane tool , very usefull, in combination with Hidding voxel, you can make plane only the area you want. There are lot of ways , just try them Be carefull , sometimes to have good results on edges you will need good resolution on voxels that can be too slow with 3D Coat (already very discussed problem) ! An example of Using the Hide Tool : (We can see that to have precise hard surface, we neeed a hight resolution, not the basic you can sse in the picture below) After using a basic sphere with some better resolution (10 Mb) and using the Hide tool you can see that edges becomes lot more precise and hard, it becomes a matter of voxel resolution also : And finnaly by using the curve selection pen with the Hide Voxel and Delete Hidden Voxel tools you can do things like this : I think it's some things like this you wanted to make ? The remaining problem is to make the edeges lot more precise without any jerks you need to increase one more time resolution and it remains 3D Coat main problem in fact. Another great way is to switch to surface mode , in this mode hard surface making is lot more better result than in voxel mode. Be carefull when going back to voxels, sometimes you loose the initial voxel resolution of the model !!
  13. Just some points : For Zbrush, sorry im' not against them at all, it's a good innovative company that have launched a new way of modeling Each NEW VERISON version is FREE, you don't have to pay for it , there are not lot of companies doing that ! And sorry but the 3.5 and version 4 have brought a bunch of big new things like ZSpehere 2 (a little like Voxels) and Shadow Box ! And you don't pay for that ! Well, yes we all would like 3D Coat to be as fast as Zbrush, but the problem is pure Voxels use, CPU and memory use are intensive once use increase voxel resolution. The best solution i see for now is purely based on sculptris : Possibility to have detailled zones and non detailled zones on a same mesh : like Sculptris some parts would have lot of polygons and less on other parts of the same mesh. And a tool brush like in sculptris to reduce polygons on the mesh anywhere we want. I think this could help A LOT in performance, caus why having lot of triangles on basic simple surfaces ?
  14. Well , when sculpting in Voxel mode : If we add an Object with the Add button, we can subdivide the object if needed before it becomes voxels ! The problem is that when we press "Enter" to make it Voxels, the resolution seems to be the Low resolution each time ! Is there a way to choose the resolution at beginning, not after ? Or have i missed a button/option somewhere ?
  15. I'll try it it seams that you have the solution
  16. I find some sort of first solution by browsing the Ogre model in the WIP section : it is said : Yes, everything was modeled in voxels. To create the armor it is really kinda easy. I use the retopo room to lay out the polygons for the shoulder pieces and add extrusion to push them away from the body. Next i return to the Voxel room, create a new layer and select cloth, and use the "pick from retopo". But instead of treating it as cloth and starting a simulation you can simply adjust the thickness and press enter and you then have a new object in the shape that you retopoed. I find this extremely easy to create hard surfaces. Also you can use it to boolean out shapes by control + enter (this is useful if you want to cut into an object but not go all the way through) That's a solution , but it should be more easy to do without use the Cloth module ! like in Zbrush !
  17. -It would be great to be able to export the entire reotpolgy model when in mirror mode : this way no need to use another tool to re make the entire model weld the vertices of symmetry plane ! Another point of workflow : -I make an human in Voxel, than retopo to create a low poly armor -export teh armor from retopo view ( we cannot export the entire model only the half ) -In Voxel mode use the add function to import the armore model and subdivide it, make it thin (parameters) Well to do that we have to export the armor from retopo , than re import in voxel mode Why not doing like Zbrush : create a separate low poly armor in a layer, and use it in voxel mode directly by adjusting subdivision and volume ?
  18. Little Update (working on other warrior models more conventionnal) Next Step : work the hands and make more natural arms.
  19. Never heard of it , so i'll have to try it and it's world editor Thre are some other easy to use 3D engines : - DX studio - Wild Tengent (Fate and Fate 2 games) - Shiva 3D Another one : - Unity 3D Very complete ; it is artists oriented , had good tools for terrain , and direct to apply shaders ! But it needs more programming practice. And Indie version that is very complete is free even for commercial use.
  20. Well don't take account of title it was just to laught for people that understood the game the title is from A wip , a space or alien dog ennemie for a little game, it is default low resolution, i'll add fingers, boots and eyes.
  21. I have a Dual Core Athlon only, i think it's the main problem for speed. And i don't use Cuda also, it didn't worked ! I think i'll have to upgrade someday my core !
  22. Great models and modeling skills ! (the front leg can't bend like that, or it is me that don't know horse anatomy ? ) Well that's true that 3D Coat voxels asks lot of memory (Zbrush have also limits) ! The problem , even with one resolution increase in 3D Coat, you must use more little brushes; if not it is too slow. Yeah possibility to switch between resolution, would be a solution indeed : we could go back to low resolution change shapes and go back to high resolution to change fine tunned details !
  23. Great piece of work ! (Some parts oculd have less specular like the arms) For texture are they hand made our with a mix of Photosources ?
  24. ToothPaste tool is great! It would be great if we could use the tool continuously even after camera rotation. For example i use ToothPaste instead of curve cau i want control and to draw a more complicated ring thing ! But i need to rotate camera, when i rotate, the tool don't remember it's last position wand the work it was doing. So it generate some break (a seam , more heigh mesh) on the work when you rotate Camera and have to restart the tool from your last position ! So if the tool could works coninuously , continue the work it was doing from it last position before camera change it would be great .
  25. @Digman : Thanks , for the Engine , i think it will be Unity Indie that is free now (Ready to use Camera Systems) Thought about Unreal 3 Engine, but i don't find enought tutorials to make a 3rd person Adventure/Shooter. @3d_sculptress : In fact i wont' make it transparent, but reflective only. In the game Engine i'll have perhaps to make a separate object for the Glass attach it to the helmet by code. Next Step Retopology and Normal Map Baking
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