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bluerider

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  1. Javis, It was great to see you at SIGGRAPH, your a good ambassador for 3D Coat, great attitude. I will start checking out your videos.
  2. I start off modeling my assets in LightWave 3D in modeler which in this case are subD'ed. Then import them into 3D Coat. At this point everything is great and it's ready to go in 'Per Pixel Painting'. The problem happens when I open the completed painted asset ( LWO ) in LightWave, the geometry is screwed up, whats happening. P.S. I am using LightWave and 3D Coat 64 bit systems.
  3. I pretty sure it would export out of LightWave all the maps, it's just in 3D Coat the model is completely a grey/ white surface?
  4. After have great results in the 'per pixel painting mode' with imported LightWave models using a 64 bit system I exported out to create some Endomorphs in LightWave. When I tried to import back from LightWave back into 3D Coat, it doesn't have the textures and normal maps, it's just polygons with no texture. What am I doing wrong?
  5. When importing LWO from LightWave 9.6, can you use a selection of Endomorphs from the model and paint/ displace on these?
  6. How can i export out the texture I select in 3D Coat, when working in Voxel Sculpting mode into LightWave? I realize that obj files do not assign textures in their obj format into LightWave!
  7. Great structure and stylization in this character.
  8. Some really nice work in here.
  9. Great test, excellent way to brush up your skills
  10. Here are some other renders and different angles.
  11. Here is a little explanation of the process as illustrated- I put the two renders into 2D paint program. Image 1) is rendered in LightWave 9.6 with fast Skin in the Node editor, but rendered with one Light-source, a Dome Light with radiosity. I changed the hue slightly from a light green, to a light blue. Then I used an eraser in the center of the image. Image 2) is rendered again in LightWave 9.6 with fast skin, this time however with two light-sources. I replaced the Dome Light with a spot light and added a point light with fall off inside the dragon ball. As the fast skin has excellent Sub Surface Scattering, the piont Light did a pleasing job glowing through the surface of the skin. This was a fast set up in LightWave's renderer with the simple task of attaching a node to the surface of the dragon.
  12. Hello 3d_sculptress, There are tons of free tutorials on LightWave on the web to teach you all aspects of the package. I can honestly say from practical experience, that the combination of LightWave and 3D Coat give you a powerful and 'production' efficient solution to creating your designs. I will have a short review of 3D Coat combined with LightWave 3D 9.6 through a NewTek Webinar on the 15th of October showing parts of my process for the Dragon Doodle and the other character I have on this section of the WIP Gallery. All I can say is, I wanna play more. I dreamed of having these capabilities with 3D tools 10 years ago.
  13. I exported the Dragon Doodle out of 3D Coat as an obj file. I imported into LightWaves 9.6 Layout and a 64bit operating system. I attached Fast Skin from the node editor to the dragons surface. I had two lights in the scene, a spot light with fall off and a point light with fall off inside the dragon. I also did another render with the main light being a Dome light, it gives off a nice soft grain look. I overlayed the two renders over each other in Photoshop. I used an eraser on the top layer in the center of the image and ended up with this.
  14. I like that design, great freeflow. Mardi Gras
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