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ozukaru

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Everything posted by ozukaru

  1. Im not new to 3d-coat I know the proces from modeling voxels to finally get the low-poly model in the paint room (retopo+uv in between). But it seem things work different in 3.7 versions (beta included) im not being able to get the model in a good state, it is always black and strangely the voxel model is there too, I think this last thing is related to a new feature but what about the black model? This is hapening even with AUTOPO and with diferent 3d-coat versions not ontly different betas but with or without cuda support too.. I need some help here, thanks. If it is necesary I could record a video to show how it fails.
  2. come on! anaglyph is prehistoric! I have no issues with colors because LG Cinema 3D Monitor D2342 uses a polarized filter and passive (without batteries and very lightweight) glasses. The model looks amazing and OF COURSE the modeling process gets better because there is a clearly depth perception there so you can make a lot less rotations around the model to see the results of a brush stroke, voxels + 3d-stereo is better than real clay modeling IMHO
  3. I was playing BF3 (in 3d-stereo with my LG 3d stereo monitor with passive polarized glasses) then I wanted to make some sculpting in 3d-coat and I thought 3d-coat could work in 3d stereo mode. AND IT DID! (and amazingly good) the only complain is that the stereo was on only when rotating or moving the model. Then I red here in the forum (making a search I found an old thread (2010) about this topic (that's why I tittled this "2")) about turning off incremental rendering, but using that I get the oposite result: when not moving the model 3d-stereo was on, when turning or moving it goes off. I hope there was an option (solution) for this because it looks amazing!
  4. thanks Im heading to your site now. Edit: is done! now im wating for an email with the serial code I guess..
  5. wich is the right option in the dropdownlist in order to use paypal? is it even posible? I have no other choice! (x_x) and I do want my legal copy of 3d-coat!
  6. Good idea, precisely I was playing around with that feature (drop on models palette) for using it with curves, now only remains to test it with a large an detailed model, Thanks.
  7. hi, I have a very detailed voxel model (2x density) and I'd like to keep only a surface representation an drop (definitly) the voxel model (anyway I have a backup of it) with the hope that this release a lot of memory so the next phases of developing (retopo, unwrap and paint) 3d-coat have a better performance. Is that posible? how? thanks. PD: if not clear, im not talking only about converting to surface but drop (keep deleted) the voxel volumes too.
  8. if you scaled it with te little cube in the axes then the scaling is not uniform (ofcourse) it would be uniform only if you use the central little box to do so. got it? anyway if you scaled non uniformly I think then you have to (fix me if im wrong here) make a "to global space" to that volumen (voxel tree -> right click)
  9. To favor 3d-coat this image is a render of a model (the very first) that my nephew Daniel (only 8 years old) has made with 3d-coat in only 15 minutes (with my guidance but I did not touch the mouse or keyboard), with z-brush i doubt he could have done anything remotely resembling (and I know well z-brush). btw: the character was named "pulga del espacio" (flea from outter space)
  10. be careful with that, in my case the 50% of the time I can not get back to voxels from surface! you must be aware that for fine details (hi-frequency details) you better save them for the paint room, unless you have a very powerfull computer (in order to increase more and more the voxels density without getting a crash or a very low performance).
  11. working in the bio-part texture... still not quite convincing.
  12. can you post a video of gameplay? are the assets made with 3d-coat?
  13. jumping machine? LOL, I never thought it could be that, but thinking twice that could make the animation process a little easier...
  14. thanks, it`s solved, indeed was my fault... sorry to bother you
  15. What do you think?, is not that bad (2700 triangles) Here is the blueprint And here is the final (low-poly) model but still without painting... (so still is a WIP)
  16. I have a model oriented to x+ (two pieces, a right leg and a left (the left was an mirrored instance) and when trying to bake a normal map from retopo (using simetry for the geometry and uv's) the left part was wrong (not in the difuse but in the normal map). Then I went back to voxels and re oriented this parts (legs) to z+ and re-make all the retopo, etc in the same way (retopo and uv one side then aplied simetry)... and this time the normal map was right. To be honest I have always some issues with normal map when using simmetry.. EDIT: DON'T ANSWER THIS, IF FOUND THAT ORIENTATION SEEMS TO HAVE NOTHING TO DO...
  17. Im having troubles with that, the normal map of instances gets messy, incorrect.
  18. surely 3d-coat deserves the first place for the best unknown 3d app, I mean a lot of people has heard talk of it but they simply neglect to try it out, for some unknown reason for that... is like they dont believe that it wold be that good, every time that I have the chance I talk about the goodness of 3d-coat but people is strange... well, their loss
  19. I think is related to blending, by example if you have one layer with less than 100% then other layer with more than 100% can affect or compensate that depending on the blending mode selected probably you can achieve uno effect or other (that's my guess)
  20. I agree with those think that surface tools can`t replace what voxels can do, I mean if were a way to get a very hi voxel density with a "normal" computer then the need for surface tools would be minimal. Because voxels (and I think this should'nt be a secret for most people here) are the closest thing to real clay, and is the envy of others like z-brush or mudbox. So why to drop it? just in a few years there'll be computers as powerful as to allow voxels densities of about 10x believe me!
  21. very good modeling, have you tryied a hi quality render in Maya? how many polys there btw?
  22. So uv islands use most of the space available and the un-used spaces became minimal. I though that pack or pack2 do the trick but if so im missing some trick or info about how to do it right. Thanks for any help.
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