Ratchet
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Posts posted by Ratchet
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What is the menu to extrude ? didn't seen it in retopology ?
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Yeah the old interface is back , but more stylised !
Great , thanks Mr Admin !
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Thanks
Yeah , i like a lot the simple and cartoon feel , reminds me of the great 2D games with simple sprites !
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Yep !
It could be some border , not necessary a loop !
Just for example a simple front torso armor : you would just extrude several times from low to high, than adjust side vertex , to have the good shape !
Like in traditional modeling, it could have lot of uses !
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It won't create the low poly model symmetry !
Correct me if 'im wrong ?
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Well during retopology we have great tools, but if found i could go faster in some details so
i post a feature request , to see if it makes senses ?
In retopo faces construction :
- Ability to select loop edges.
- Ability to extrude selected edges.
Could be very usefull shortcut , avoiding to call several add quads ?
What you think ?
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Well , i've done a model, retopology !
Than turned mirror off , to be able to unwrap without problems and baked normal map.
I have only one half model !
Could it be possible to mirror the low poly generated model under 3D Coat on paint menu view or sculpt ? and ability to adjust vertex if necessary ?
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thanks !
Didn't know that in fact.
Ok so my request well, is not really necessary finally !
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The video tutorials are top
They avoid reading manual and are lot more fast,easy ot learn from.
So what are the best tools to make video tutorials or flash like interactive tutorials ?
And the most used sites are Youtube and Vimeo, but perhaps there are other free ones in better definition ?
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Yes, i think , it would be natural to not snap to non visible things indeed
For the moment what you can do is just use transform tool , to move your hidden objects to a place where
they won't affect the work on your retopo !
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Well the new video tutorials are just top notch.
I would just recommend you ot upgrade to the new version, it should not cost you a lot !
The new version is so advanced, i don't have old versions,
but i think you miss lot of things like voxels perhaps and lot of very good stuff
that can make you do lot more things in less time.
3D coat is really great and complete tool : if i had some personnal advice, just upgrade or buy the last version !
(perhaps you can benefit big reduction if you're owner of an old one ?)
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Bon pas besoin de gros forum , juste une scetion suffirait
Je ne sais pas comment il fera si les espagnols , allemands, italeitns etc ... veulent leur section aussi
Pour les moteurs :
- Y'a longtemps: Blitz3D, Irrlicht, KJAPI , A6
- Actuellement : A7, Unity 3D
A7 , poru de petits trucs ça va, mais pour appliquer shaders et tout faut apprendre les outils, questionner
sur les forums : ils ont de trés gros progrés à faire coté World Editor et C pas du tout en un !
C surtout Unity 3D dans le marché de l'indie qui est le plus complet et avancé en termes d'outils : terrain, végétation etc ...
Trés facile à utiliser contrairement à A7 en termes de Workflow ,et les shaders trés simples à intégrer
(ils sont dans une liste déroulante).
Torque 3D : leur scriptet le C++ j'adhères pas , et dés que tu veux faire un truc vraiment custom : C C++ et C le bordel !
Même Irrlicht un petit moteur est bien plus simple et clair en C++.Si c'est le coté multiplayer qui t'attire,
alors oui Torque 3D est costaud de ce coté là !
Sinon la dernière version a plein de nouveautés, mais je penses C plutôt pour les teams de 3 ou plus !
Si un jour tu t'interesses au moteurs 3D abordable , je ne pourrais que te conseiller Unity 3D (y'a qqs démos de jeu
et de l'outil ).
Pour programmer du script facile , similaire au Javascript et pour du spécifique :
outils perso via interface ou autre , le C#suffit!
La version Indie à quelques 200Euros , même sans les ombres et effets fullscreen , tu peux déjà faire des trucs magnifiques.
Ils supportent le lancement du jeu dans une fenpetre de browser style IE,FireFox,Opéra etc ...
Ainsi que l'iphone !
Voilà ça t'aura fait de la lecture
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Well , in 3D modeling we can encounter lot of cylinder's like shapes :
Arms, legs , torso , any other thing !
3D Coat have very good tools :
- draw lines that turns into circles around cylindre
- draw lines to defines the number of sides of the cylinder
A shorcut could be :
- draw only two circles :
start circle : example at beginning of the arm
end circle : example at the end of the arm
- choose How many sides for cylinder
- choose how many circles between start circle to end circle.
And the dool would draw all the faces :
It would be to you to tweek loop or anything if needed !
Just an idea.
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Hi Crystal Noir !
J'utilises 3D Coat ainsi que Blender, Silo, Gimp2 et d'autres logiciels relatif aux jeux comme certains moteurs 3D !
Y'a un forum spécial Coat3D en français ?
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I really prefer the old dark one !
Less agressive than this full white one.
Can't we personnalise colors in htis new one ((((((((((((( ??
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Yeah with colors that's better !
Perhaps more moss and more green color could be work also, but i's your idea and concept !
I want to play more with painting tools. They are so powerful.
You can create new displacement or normal maps any time
Yeah , for very little details, instead increasing voxel resolution and sculping them,
you can gain lot more time and it's a direct visible result to paint them with brushes on normal map texture.
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Well i find that :
I think we can perhaps do same workflow on 3D Coat for hard srufaces ?
Have anyone tried that method , and got good results ?
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@Andrew:
What about beta/release state - all builds are better then previous in terms of stability
Yeah people are hard to satisfy sometimes, sometimes they cant' enjoy that already great tool they'got !
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You can have fine details by using the ToothPaste tool also with the right brush.
You can achieve some great results also
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@artman :
I agree totally : that should this is the workflow
Some video tutorial called Voxel Wrokflow could help some people that don't understand the way of work.
Yeah, voxel are very new way of scultping, with lot more freedom !
Some rules :
1) Do like Zbrush workflow :
Work all you model parts and general shapes in default low resolution : faster to use tools as Sopy, Cut and Clone etc ...
2) Cut your model in several parts if you go crazy in million polygons (lot of sudivisions):
Once you have some definitive shape, before increasing resolution to add micro details , you can cut it in sveral parts to work more
smoothy and add micro details easily
two solution to assemble your final mesh :
- assemble your parts at final on 3D Coat and, get rid of possible visible seams
- Retopology independant parts and assemble them at final and their normal maps : than correct seams under 3D Coat
(painfull solution : ( )
I have a question , why not doing like Zbrush HD Sculpting ????
It's a solution :
We would have to isolate parts of the model where we want to work, and the rest of the model could be hidden and why not deleted from ram
temporary and copied on HD, when enabling all model , the rest of model would be restored from harddrive.
This way you would work in parts of your model with better speed and more memory ?
Another point could be taken from Zbrush perhaps :
In Zbrush , when you increase resolution a lot, and move , rotate your entire model, that's a lower resolution that is you rotate,
so manipulating the entire model is smooth.
And a last point :
Some brushes only work on visible voxels.
I don't know the fact to disable automatically non visible voxel, could speed up things ?
Perhaps a button option called : Disable Hidden Voxel ?
Before considering hardware it's lot lot better to consider software improvment !
(specially when some of us have very decent Nvidia 3D Cards)
Look at Win Vista and Windows Seven : Microsoft have understood it finally , why not us ??
Juts ideas !
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Great models and texturing
Metal texture is great.
How is done the model, several parts in voxel tree , or only one part ?
Could you give us some clues about how you made it and retopology ?
Scott's Work
in Finished Projects
Posted
Just a personnal remark on model :
The arms could be some more longer in proportion with legs and have some more volume/muscle like the legs also.
The characters seems to have smaller arms than legs.
To see it better just flip vertically the picture of the character (old 2D drawing tip used by Stan Lee or another great marvel drawer : i don't remember ) !!