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T.H. ROCK

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Everything posted by T.H. ROCK

  1. As fast as Andrew updates 3DCoat, a book would be outdated in less than a month. IMHO
  2. Probably not, still needs to be retopologized and I've had a bad case of blurred vision for about a month.
  3. Made these robots in 3DC for a challenge involving 'futuristic bicycles'. The bike is powered by the pump action of the robots legs to the rear wheel and uses pressure to drive the wheels. This scene shows the closest robot to have 'eaten' quite a bit of snow trailing the lead rider. Render from Carrara7 Pro.
  4. Smooth and easy, great process - think I'll incorporate that for my muddled mind. thanks!
  5. Once again, just adding my thanks for a super program! 3D has become so much fun since I've purchased a license for 3D Coat. Andrew, I can't thank you enough for making 3D fun again! Yes, I am a 'Fan Boy' now.
  6. Looks good... There are such parasites called trematodes, which are intestinal flukes - but I'll save that unappetizing discussion for another day.
  7. Great eye for detail. Looks well proportioned and a good sculpt.
  8. Very nice and very poly efficient!
  9. Great work and detail, orchishly pro.
  10. Wow! Magnificient and complicated sculping.
  11. Are we there yet? Reasonably fast for me on a 32bit system. I always get the (allow) message before start-up. I assume the rest of the time is for clearing buffers or setting the interface up?
  12. Very nice! Would make for a good backdrop for some credits to a video imo.
  13. Use the PhotoShop Utility, mask or use the black and white function from PS to magic wand the specific area and set the new area to neutral gray. Just thinking outloud.
  14. There was a topic on this about what specularity means in Lightwave3D, but I can't find it now. Andrew will spank me if I mess this up too badly, so bear with my ignorance on some matters. The best I can figures and I hope this is not too confusing is that Specularity maps equivalent in LIGHTWAVE3D are when rendered out at 100 percent specularity come into LIGHTWAVE3D as 16 Percent Gloss (in this example only) According to a reference, the GLOSS (also called Luminance) is the spread of the specularity across the map. The lower the GLOSS the bigger the Spread of the Specularity. (See IMAGE D for 0 GLOSS and 100 percent specularity). For 100 percent spectularity export via OBJ from 3D Coat. In this particular example the GLOSS was at 16 percent, while the Specularity gradient map is at 100 percent (HEX: 3f3f3f) (RGB = 24.7, 24.7, 24.7). Note 1: GLOSS IS ALSO CALLED SHININESS IN SOME APPLICATIONS NOTE 2: THE GRAYCALE GRADIENT USED BY 3D COAT IS ALSO CALLED HIGHLIGHT IN SOME APPLICATIONS or SPECULARITY in the FORM OF A MAP FROM 3D COAT NOTE 3: In lightwave3d and other applications the lower the GLOSS (also called Luminance values) the bigger the spread of the specularity - See Figure D. references: In a Google Books Lightwave3d by Leigh Van Der byle, glossiness and specularity can be found here; http://books.google.com/books? id=pZ0_Ut4w1JkC&pg=PA49&lpg=PA49&dq=gloss+and+specularity+lightwave3d&source=bl&ots=j PAURsEbj9&sig=5fMi1wOWHC74KnO6AiKI0jV5XCk&hl=en&ei=njzbSqHCOIHQ8QaTnbS3BQ&sa=X&oi=boo k_result&ct=result&resnum=1&ved=0CAwQ6AEwAA#v=onepage&q=&f=false Errata: image submitted Images A, B, C and D are rendered from a 3D application not 3D coat. Sorry
  15. I made this sword, quite scarred and some blood on the blade as it was intended to be a vampiric type of sword. I modeled the sword in Hexagon and did the sculping for the head/hair in Voxels, then exported to Per Pixel Paint. There was a request made to me if I knew how to covert this 3D file into a sprite or as they called it a PAK file for use in a 2D game. I've played games, but never got into the mechanics of them. Any help and guidance on this matter would be greatly appreciated.
  16. Он отлично работает с PhotoShop CS продлен.
  17. One could map local maps, attach a holder and a chain, to hang from rearview mirror - use them for tourist sales. Or, keyboard shortcut sphere for 3D-coat to sit on the desktop.
  18. I like Andrew's current method of development. He implements more rapidly than any developer I've come across and is more than responsive to changes that users notice. As the old saying goes, if it's not broken - don't fix it.
  19. Easier on my old eyes with have a hard time focusing in dark areas. Thanks
  20. Je voudrais des pommes de terre avec le chat
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