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GabeM

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About GabeM

  • Rank
    Neophyte

Contact Methods

  • MSN
    gabe687@hotmail.com
  • Website URL
    http://gabe687.deviantart.com/
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  • Yahoo
    gabe687

Profile Information

  • Gender
    Male
  • Location
    USA, Lake Villa, IL
  • Interests
    3D modeling and digital sculpting. <br /><br />Video games, drawing, Fantasy, Scifi, Horror, Martial arts.

Recent Profile Visitors

1,140 profile views
  1. GabeM

    V4.5 BETA (experimental)

    Yes that was it, thank you.
  2. GabeM

    V4.5 BETA (experimental)

    What's wrong with the move brush in the sculpt room? I'm getting a flipping effect, like I can see the normal of the brush rolling around as I pull the mesh, and the fall off is totally messed up, like noise. Some points move the way I'm pulling, and others move in the opposite direction. It's in 4.5.40 and some older betas, not sure how far back it goes. GL and DX versions do this, in voxel and surface modes. windows 10 Processor: Intel(R) Core(TM) i7-4770 CPU @ 3.40GHz Ram: 32.0GB 64-bit OS, x64-based processor GeForce GTX 760(192bit)
  3. GabeM

    Painting questions

    I don't see this in the manual, but it would help if I could lock the Positive and Negative pressure value to the color I'm using when painting depth. I have a base color, then I change the color swatches to lighter = positive depth and Darker = Negative depth. Can I lock that or do I have to hold Ctrl every time I change color with the X key? Another question is if it's possible to paint with cavity masking using normal map detail?
  4. GabeM

    GabeM Sketches

    Got the body retopology made I don't know why, but I can't export the retopology mesh from 3dcoat directly in to 3ds.max. It says error, invalid vertex index. What I did was open the .obj in blender, then save out from there and I was able to open it in 3dMax. Here's how it looks with a normal map, I just did a test render using automatic UV unwrap.
  5. GabeM

    Generic head wip

    It's getting there, I think you could check the proportions against a skull and some photographs, over lay them in Photoshop. The shape of the head is looking a bit distorted in a few areas. His lips for example cold be pushed forward some because of the teeth. That nasal fold should come down and wrap around closer to the nostrils.
  6. GabeM

    Don Ramon

    Good job, it looks like him, I used to watch this show when I was little
  7. GabeM

    GabeM Sketches

    Guess I'll try the retopology tools now, and finish detailing in ZB.
  8. GabeM

    3D-Coat 3.1 released!

    Nice work on this release. I noticed a typo on the description for the SF.Clay brush. It says Flattern instead of Flatten Actually, there are many mistakes in that description It should be more like this. Flatten surface and extrude using alpha, mask and material. It works very fast because only the surface is changed. Transformation to voxels is performed on the fly without breaking the edit process. You can see transforming progress below the screen. ('END' - Define hotkey.)
  9. GabeM

    GabeM Sketches

    That would be pretty cool if I could trade some work for it. I really like this program, but because It takes longer for me to make stuff, and I can't get all the detail I want. I think I'll wait for improvements in future versions, when it's faster and has the multi res work flow to make a purchase.
  10. GabeM

    GabeM Sketches

    Yay... last part, too bad my demo ends today.
  11. GabeM

    Sad dog

    lol nice
  12. GabeM

    Sad dog

    My system doesn't have CUDA that I know of, so I installed the version of 3dC v3 with no cuda. My graphics card is NVIDIA GeForce 9500 GS, it came with the computer.
  13. GabeM

    Sad dog

    The surface clay brushes are good, I like their effect better than the voxel version. Problem for me is, they make the program crash too often on my computer, so kind of afraid to use them. Often when the surface sculpt converts to voxels, I get a bunch of spikes on the mesh or long lines sticking out of it, and the program crashes. Degrading the surface once or twice at the start helps a lot. It makes the brushes work faster. I'll make the base shape, degrade and do what I can with that. Increase resolution when ready for more detail. I'd make the muscles less thick at this point, have more subtle transitions.
  14. GabeM

    Mindflayer

    Hey nice, it's looking pretty cool so far.
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