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ozukaru

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Posts posted by ozukaru

  1. 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

  2. Anyway I think 3d-coat's UI is 500% better than Z-brush one. :good:

    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! 8)

  3. Just bought 'it'. I took the time to use it on the Mac with a lot of lmb, rmb, aaaaaarrrrrgggggh. Not Mac friendly! Autoretopo, promised magic... but lots of ngons. Making green strokes on a green model for retopo hmmm, is there a better way?

    Have to learn a lot to understand the unexpected things I got.

    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

  4. @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.

  5. is the low poly mesh exactly symmetrical? Only thing I can think of is if the mapping/normal map calculation is being warped a bit on that side by the mesh not being perfectly symmetrical, but I'm not sure if that would be a problem or not.

    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.

  6. Can we see the UV normal map? I haven't tried it yet but there's a fairly new feature that allows you to copy / paste UV islands So you could copy the left island and paste it to the right and it should match up perfectly, that might help perhaps.

    ok this is:

    show1ba.th.jpg

    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

    show2g.th.jpg

  7. 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.

    show2g.jpg

    show1k.jpg

    is there a way to tweak the normal map baking process?

  8. 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...

  9. 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).

  10. I agree. But first 3DC has to add a "zbrush' room among the others. Meanwhile zbrush could add a decent re-topo tool too. This is not a joke. For the moment 3DC is the best partner of ZB. Or the opposite. :)

    I dont think 3DC needs zbrush at all... :p:

    the only fear that I have about it is that a giant company (as autodesk) could consider 3DC dangerous to its interests and end buying it and burying it... :o

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