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Everything posted by ozukaru
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I think you can use "stroke" in retopo room, if you use it right.
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I dont know if this is a bug or not (normal map related)
ozukaru replied to ozukaru's topic in General 3DCoat
thanks, but is already from a voxel model, maybe the retopo is too low-res, ive always had problems when working with little spikes or fangs or horns... I solved it partially inserting a edge loop in each tooth, near the base... -
these are the fangs of a beast, I dont know what Im doing wrong to get this bad spots in the normal map: in the black part I asume that the normal are totally inverted!!! any idea? I asked it before now I asked it again: is there a way to tweak (as it is for baked occlusion) the normal map creation? Thanks.
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Let me understand this thing called live-clay and this new bool operation for surface mode... all this are no improvements for voxel modeling, and instead are attempts to pair the competency of surface modeling to other apps in the market? first when I heard about live-clay I though it was a way to do "high frequency" details using voxels at a low performance cost... but it seems is not so
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Anyway I think 3d-coat's UI is 500% better than Z-brush one. Something that I think is not explained well in the 3d-coat manual (at least last time I read it) is the relationshipt between the "rooms" that was a little counter intuitive at first, I mean is intuitive that in different rooms you do different things but is not so when and how do things, in ohter words a plain explanation of a few more common workflows, by example the workflow for the people that wants to make all in 3d-coat modeling, retopo, etc... and other for people that brings an already created model to work on. And I have the suspect that the person that did that review felt a little unmconfortable in that sense. BTW this new was already announced in the forum!
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Voxels should be the ideal tool to get unbeatable terrain features. I think easly erosion could be simulated in order to model a more realistic landscapes. Interesting topic, for me at least...
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thanks for the answers guys
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is possible in 3d-coat too? I would be great! thanks for the help.
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After apply it a few times with ctrl + num + stops the same for contract. Is it normal or is it a bug? btw Im talking about using it in paint room thanks. And an offtopic, I found this insteresting topic about 3d-coat in CgTalk: http://forums.cgsociety.org/showthread.php?f=2&t=952169&page=1&pp=15
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I think nobody unswered this because is obvious you dont have done the basic tutorials. Btw you can change the "shader" (the colored little spheres at the right side in voxel room) in order to make more visible the lines of retopo
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@XRA I already know that but I was talking of another way to do it thanks anyway @wailingmonkey thanks, now it's almost totally clear, however still remains this: is there a way to paint and get smoothed borders? (and not aliased ones), with shift (as you explained) one can smooth but not at the same time than painting.
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the tooltip of depth channel says shift key will smooth while painting but instead I get a constriction to draw a straight (horizontal line) what can i do if I want to have a more smooth painting? by the way how to get vertical straigh lines?
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Normalmap why is not the same if it is simmetric?
ozukaru replied to ozukaru's topic in General 3DCoat
I dont think so because only to try I merged only one side and the result was good, and then when using the overlapping uv's tecnique then precisely that side (the one before was perfect) is the side with troubles. -
Normalmap why is not the same if it is simmetric?
ozukaru replied to ozukaru's topic in General 3DCoat
ok this is: I tryed another aproach, instead of retopo one side, auto-seams, unwrap, activate simmetry, retopo->apply_simmetry and merge for pixel... I this time did this: retopo one side, activate simmetry, retopo->apply_simmetry, auto-seam, unwrap, and merge for pixel... the uv's islands in this case is, this below. Of course there is no overlapping but at least the result was perfect... am using v3.500 -
I got this low poly (retopo) over my voxel model, then as it is simmetric I do the following procedure to get uv's applied to the simmetric model: 1-retopo/Uv one side. 2-Activate symmetry. 3-Press "Apply symmetry" from retopo menu. 4-Disable symmetry 5-Merge for perpixel paint with normalmap so I assume the same "pixels" are applied to both sides (inverted I guess) as you can see one side is PERFECT (the top one) while not so the other side.... why? how can be this if is the same texture? (the uv's are suposedly overlaped), needless to say that the mesh was created simmetrically too btw if I bake only one side the normal map is always perfect. is there a way to tweak the normal map baking process?
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Some tools like "increase" does not use the pen-alpha, then why not to hide the alpha? when in increase mode (tool) and using the lines "connected by points" mode I cannot see well where im placing a new point because the alpha is inbetween, why not to hide it or have a special pen without alpha to work with "increase" tool? Thanks. EDIT: my bad! I found it now, in options hide with capslock! Sorry to bother...
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I think the manual way is: 1.- "import" image plane (justo click ok when asked) 2.- paint 3.- use menu: texture -> offset_tool 4.- use paint tools to adjust borders to be "seamless" 5.- iterate from 3 if necesary 6.- export texture(s) BUT it would be GREAT if it can be automatic, I mean if that when you paint near a border then automatically what did not appear in one side appears by the opposite. (sorry for my very bad english).
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[Solved] is this a bug or what Im doing wrong? place text tool
ozukaru replied to ozukaru's topic in General 3DCoat
After restarted 3d-coat and reloaded the file it worked fine! what could have be done? I dont know... anyway thanks! -
is it not the dude in the 3d-coat manual?
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do it all (from scratch) in 3d-coat that's my advice!!
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Thanks, it worked, and in this link is where to get acces to boot.ini http://support.microsoft.com/kb/289022