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Ratchet

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Everything posted by Ratchet

  1. Really good models ! What means "Vualya!!!" ??
  2. I'll check them tonight , thanks In fact i find lot more natural and intuitive to use voxel modeling, and use retopolgy after ! Even for hard edges modeling using volumes substraction or cutting on volumes with splines or pen !
  3. The second model is great, reminds me Doom 3 Well any intention to make a video tutorial on hard edge modeling with voxel booleans ?
  4. For amor, try to look at voxel video tutorials that show how works the cut and clone tool or the copy tool ! Very good model start
  5. I think it's the definitve model, and i'll have to achieve retopology and start painting ! I don't target insane details and not big game , just some litlle action game with some RPG elements ! (Like Chaos Engine on Amiga) !
  6. Okay, I 've discovered lot more features of 3D coat, and used the voxel tree top crteate independant objects to avoid the glued effect It's perhaps, too much smoothed caus i used Voxel resolution increase in the last steps of modeling (something to do only when you hav all basic objects and shapes done; not at the end) Redone totally the new alien soldier, not insane details just the minimal I plan to make some more models for an action RGP game.
  7. Ok, the cut and clone tool really rocks In fact it must be used with default voxel resolution. If you increase too much resolution , the tool will be too slow ! so it must be used at beginning witout any resolution increase if you plan to make several objects with cut and clone.
  8. I have a character , i want ot make separate parts like an armor ! Instead of using voxel copy to make the armor : it's slow on my computer * It is possible to make retopology on voxels , than turn back the retopoly mesh to voxel scene as a separate voxel object ?
  9. Thanks for the advice on separate parts Wel l, caus we use voxel, yeah, iw will be able t oglue them together at final for retopology and baking. In fact i target a model for a Unity 3D engine, i want speed rendering , so i'll use one mesh only , or perhaps some separates ones attached by code in real time like boots or the turtle armor ! For detailling , i won't go very deep, caus it asks lot of work , and for 3D engine speed the resolution textures i target won't exceed 1024*1024, even with that resolution , you can make great looking models.
  10. Work in Progress ! I don't plan to g oto extreme detail, just a model with minimum amount of details.
  11. I would alos like to see some simple mesh operations on a basic mesh : For example : some new tools panel, to use on a new view : for example : new Primitives view Some simple Tools to B level a cube , cut loop it , move edges , points or faces, merge points, some basic tools like in standard modeling tools. This would be another way to make easily and fast hard edges shapes to use them in the Voxel view. This new view could also allow you to make quickly a low poly mesh to use in voxel view to sculpt it whitout having to import a low poly model from another application : All done in 3D Coat Or it could be used to make simple shapes, or hard edges parts of a models incredibly easy when merging in voxel view. Z brush and Muddbox don't have that fearure, and people using them also request to have some tools for modifying simple meshes to do Hard edges modeling !
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