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Posts posted by alvordr
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Carlosa,
Yeah, I saw that link before all of this. I may have just missed something. I sort of figured out how this works before the thread, but realized that even with the DDS plugin, there's code+math thrown in that I'll have to review. That's the only way I can see how to actually control the shininess, etc.
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Ah...no luck. The search only brings up a user named Madcap.
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That's likely the keyword I was looking for. Thanks, again, Greg.
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I use most of those techniques, and they're very useful. Wayne Robson is a great resource for this kind of stuff (digital sculpting, etc.). I have one of his books (Essential ZBrush). It's very good. I recommend it to anyone interested in learning ZB.
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I'm talking about the Voxel Room. Sometimes I get text and sometimes I get a line drawn with a spline, even with the same text input in the text box.
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Is it just me or does the text tool sometimes just not want to work properly? I seem to get just a linear or curved spline shape, instead of actual text, but sometimes it works just fine, with the same settings.
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Hello. I just experimented creating a new shader for 3DC, which is easy enough, but the only settings I seem to get are:
Ambient Color
Diffuse Color
Roughness
Opacity
However, most of the shaders appear to also have a specularity level and even an icon that looks like the shader. I'm trying to make a black rubber, but as I can't control the spec and roughness seems a rather obscure setting by itself, I'm not sure how to do this. Advice?
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OK, that makes more sense now. I understand. Thanks.
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I agree and understand. It's not a lighting thing, though when you have indentations in the image object. We see that in your own images there. You physically modeled inner extrusions...am I correct?
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I've finally taken an opportunity to try out the sketch tool. It's OK, but what I found is that it treats darker areas as negative space and lighter as positive. The problem with that is that most images you have are the opposite. Sure, you can invert those images, but then if you have an image of a gun, for example..the gun is say, black. The recessed areas are even darker. When you invert the image, those areas become lighter. Now, if you use that with Sketch is becomes a different problem...yes you get the general shape of the gun, but the recessed areas now protrude, instead of recede. Thoughts/opinions/advice?
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In this case, I was creating my model from scratch as a Voxel, so there was no placing of the pivot point at the origin. I'm not even sure how the symmetry plane got offset in the first place.
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Sounds like the way to go, but you can't get it to add to the same thickness without a bunch of trial and error. I already went down that road. Good thought though.
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"To Global Space" worked. I don't know why I didn't see that before. Sorry. I hate it when I miss something like that that I can answer myself. I just didn't notice it.
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Greg,
Yes, that's the functionality I saw, as well. This is what brought this up. I think it's just an unintended lack of function or bug.
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Glad I could help.
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I see absolutely no need to upgrade to Win 8 at all for me. The only reason I upgraded to Win 7 was for the 64-bit processing. That's it. My Mac has had all of this for some time now and it's upgrades didn't cost me an arm and a leg. I realize that Win 8 is cheaper than your past Windows upgrades, but that only puts it finally in line with Apple.
That said, I'm glad it's working out for you guys, except for the tablet thing.
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Is there a way to make it so that when you pan/rotate/zoom, and you've drawn a spline, that it stays intact? It's unnerving to watch your hand-drawn spline go all out of whack, when you're trying to zoom in closer to ensure you're moving a spline point, rather than unintentionally adding a new one.
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There appears to be no way to invert the cutoff tool, except by pressing shift. However, that also makes it draw a perfect circle (if you're using a circle spline) and I would rather use an oblong, inverted cutoff. How do you do this?
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Is there a way to move the symmetry plane in the Voxel room? I have an object that, for some reason, has it's symmetry plane way off into space.
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Is it just me or do the real time render and turntable renders flicker?
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Oh...and welcome to the world of 3D modeling. I use 3ds Max, Maya, ZBrush, 3D Coat, Cheetah, UDK, Unity, Marmoset, Sculptris, and others...some of which on a daily basis. It gets confusing at first, but you're hands start to learn what to do.
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Well that path looks off anyway...perhaps just take off that last directory in the path.
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It's a cool jacket. There are some UV issues on the body, but I have also had some problems with normal mapping lately, and to some degree, UV mapping.
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Yeah that's me. I lost that contest, but there were like 600 entries and I have very little talent. I just like trying my hand at it from time to time. Thank you for the compliments.
By the way, you play the guitar very well. Were you bass or acoustic? In either case, I liked them both.
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symmatry woes
in General 3DCoat
Posted
Genetics.
...and as far as the symmetry problem in the Retopo room, I had run into this recently, also. I found that if I went to the Retopo menu, there was an option to Apply Symmetry to All Layers or Current Layer option. That helped.