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alvordr

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Everything posted by alvordr

  1. You have to think of Voxel mode as being a solid mesh and Surface mode as being a hollow mesh. Most 3D programs are used to create hollow meshes. In Voxel mode, the smoother your mesh is, the less voxels (cubes) are used to fill the space. Therefore, the thinner the mesh, the more likely there won't be enough voxels to hold its fidelity. However, as Don suggested, if you increase your mesh resolution, the smaller the voxels are and the thinner your model can be without causing issues, like those you're having. I hope this helps.
  2. Interesting. Carlosan, if I'm understanding you correctly, you're suggesting a way to model in the Retopo room, without the need for a reference mesh? While, in part, this concerns me, in that it might take away focus from what that room is intended to do, it also seems the most appropriate place to put such a function.
  3. Downloading now...does seem really slow...but my ISP is pretty aweful for throttling sometimes...they won't admit it, but when I'm supposed to have a dedicated line to their hub and then still only get .79 Mbps of the 8 Mpbs I'm supposed to get, something's wrong.
  4. I think he gets the point...sorry...I had to say it.
  5. You can certainly create a leaf in the Voxel Room and then retopo it with a plane. Just be sure to give your leaf enough thickness an/or resoluation in the Voxel Room to support the mesh. When you merge the retopo with it, it will be flat, but keep in mind the render might need Backface Culling turned off. Paint away and then export the leaf. Place it around the tree in another app. I can't think of an easier way to deal with it in 3D Coat, unless you want to sculpt and retopo each leaf. That's not something I would recommend.
  6. Normally, you won't have UVs to carry over to the Paint Room, until you either: 1) Let it auto-uv during merge 2) Create your UVs, using the Mark Seams Tool in the Retopo room, and then it should prompt to Use Existing UVs during the merge
  7. I won't say that the move tool won't screw up some areas, as I've seen a nasty bug crop up from time to time that causes weird divots in the mesh, but most of the time, it keeps the topology in place. If the Move tool in Voxel Mode doesn't work for you, try Surface Mode, or vice-versa.
  8. Great question. Sometimes the models that are included with 3D software come from generous users. If you would like to donate one to Andrew, I'm sure he would consider putting one in. For a quick head start on human figures, you could also try MakeHuman. It's free and does a really good job of getting a quick base mesh down. You can import an obj from it into 3D Coat.
  9. I think the frequency of people not having problems with the bake means that it's something else. Some step, somewhere... One thing I noticed right off the bat (other than the crazy high resolution of the texture map) is that you have given no path or filename to any textures. This might explains why you have no textures linked in your .mtl
  10. Another thing I'm noticing is that right click no longer zooms when holding alt. It simply let's me adjust strength, which only used to work when you right click without Alt and on the sculpture itself. Now I have to use the zoom icon near the top of the UI. EDIT: Never mind...I guess it was Cntl, not Alt. That's what I get for spending more time in ZBrush lately.
  11. I noticed in this last beta that hide symmetry plane is now gone...is that coming back? Meanwhile, if I use it on a retopo mesh if the plan is in front of what I want to see, the retopo mesh is no longer shown, but if I rotate the view where the symmetry plane is no longer between me and the retopo mesh I'm looking at, I can see the retopo mesh. EDIT: I see that I can hide the symmetry plane in the menu, but it would be great to have that added to the symmetry hotkey popup dialogue, as well.
  12. Sounds like it. I believe the new Firefox can resume downloads natively, but not certain.
  13. My recommendation is to do this at the paint stage, using the Texture UV Editor. However, if you're stuck on having to do it on your voxel mesh, you might consider the new radial symmetry tools created in the latest beta. You can use a Material or a Mask to guide your sculpting efforts. I'm fairly certain I've seen something like this done on one of AbnRanger's or Javis's tutorials, somewhere.
  14. David, I have no problems in the US. Sounds like it might be a throttling issue on one end or the other. Consider using something like GetRight! That program I used for years to get partial/resumable downloads reliably. You can basically click on something you want to download and GetRight! will look for all mirrored servers that have that download and break it up into smaller synchronous chunks. If the download stops, you can simply use GetRight! to resume the download where you left off. If this is a throttling issue, that can solve the problem by keeping what you have until it's all done. If this isn't a throttling issue, then it's something else and difficult to nail down without quite a bit of detailed analysis. What OS are you using?
  15. I think if you give it "thickness" or shell it as you would in 3ds Max and also increase your layer resolution in 3d Coat before you commit it to the scene, you'll find it works. I gave it a .001 inner shell modifier in 3ds Max and then exported as a .obj (scaled at 4x what it was to make it easier to see). I then increased my resolution of my voxlayer 4 times before I let it commit the import. It came in, just fine as a voxelized asset. Keep in mind that when you're dealing with voxels, they need thickness. Otherwise, it came into Surface mode just fine. That's something to consider.
  16. The fact that you can see some things at certain angles means you likely have flipped normals, but I'm not sure why that would happen on import. Check to make sure this isn't so in your originating app. Also, is the model a one-piece model? If not, and say the windows are separate pieces, being paper thin, they won't voxelize. Voxels require a certain level of "thickness." You can try not voxelizing and I believe that may work. However, you might also consider increasing layer resolution prior to actually committing the import. Let me know if you need further clarification. If you'd like, PM me with the file and I can take a look at it.
  17. You can also create the transparent affect as a material in the game engine and apply it to that part of the model.
  18. It's been forever since I've posted here. So much so that I had a hard time finding my own sketchbook...LOL. Granted I've done way more than this horse since then, but this one (while mainly sculpted in ZBrush), is going to be finished off in 3D Coat (further sculpting, retopo, texture work, etc.). The first image is the latest version...a bit more work on details. Still lots of work to do....
  19. Nicely done! The base of the pedestal looks off...meaning it looks like it belongs to a wooden one, rather than a marble one. I may be wrong, but it's the only thing I noticed at first glance.
  20. I know this is an old post, but are you sure the Voxtree is turned off? It looks to me like the bake may be just fine in your original picture, but that the voxels in the voxel room aren't toggled to be hidden.
  21. Agreed. There's just not enough info to go on. It would help to see the sculpt, the retopo and UVs, and then to know what your process to send it to the Paint Room was. I know that sounds like a lot, but it's difficult to ascertain what's causing that without more info. I never recommend baking above 4K maps (and usually not even that high), unless you've got a special requirement for it. I don't see this as an occasion for that. For what it's worth, that doesn't look like a bake error to me, but you could try to adjust your inner/outer scan settings. I suggest getting your inner setting close to the shell or inside it more by lessening the inner scan amount. Taking the outer scan far enough out to encompass all the details, which doesn't look like it needs to be all that much different from the inner scan depth. Try to remember that your outer scan depth is an outer cage from which rays are projected to hit all details until they either collide with the mesh or hit the inner cage. Bake errors often come in the form of black splotches...which is why I don't see this as a bake error. Perhaps the topology needs work. Adding an extra span in that area or selecting the existing span and beveling it may help.
  22. This isn't something that's easy to sum up. You're asking for the whole basket of eggs on this one. Getting from beginning to end in any app is almost always challenging. You might consider going through one of the many free tutorials that are on YouTube/Vimeo, or even on the 3D Coat site, first: http://3d-coat.com/tutorial/free-tutorial/ ...or consider taking my Introduction to 3D Coat course on Udemy. (Link in signature below), but I recommend giving the free options a try, first. You might find exactly what you need without spending a dime. The main benefit I was going for in my tutorial is that it's supposed to be an BASIC / INTRODUCTORY all-in-one tutorial for a beginning to end.
  23. What app are you planning to use to render it or show it off? For what it's worth, you could simply export the UV map. Load it into Photoshop or GIMP. For the transparency, save out a .png with 0% opacity or whatever format that supports opacity in the app you'll be loading it in or use just black for full transparency. Load that into the opacity or transparency channel. For the specularity, you can use either full on white or somewhere between almost black and white to show a level of reflectivity or shine for their respective channel. Doing this in 3D Coat may not be the best plan, but you can certainly show it off in many other apps.
  24. AbnRanger is right. It would be easier to actually see the problem. The way you describe it is very clear to me, but I'm not having the same problem. Watching you do it might highlight something for an experienced 3D Coat user's eye.
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