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insignet

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Everything posted by insignet

  1. insignet

    Mutant_Experiment_2.jpg

    From the album: Exploring Album

    This one was an attempt to fuse two ideas together from previous renders to make something new and ugly. Good practice to work on the fat folds and maintaining a flow in the body downwards due to gravity. Sculpt and render in 3D-Coat.
  2. insignet

    T650_full.jpg

    From the album: Exploring Album

  3. insignet

    T650_Close.jpg

    From the album: Exploring Album

  4. insignet

    Fishing Troll

    From the album: Exploring Album

    Fishing Troll - Looks like something from Twighlight Zone Movie or Evil Dead but I got inspiration from an Anglerfish for the good looks. Played with fusing some of the troll forms with the distinctive features of the fish. The dead eyes gives the impression of a deep sea creature, hope you like it... onto the next!
  5. insignet

    Bridge Troll

    From the album: Exploring Album

    Bridge Troll - This is a boss from a game I thought of back in 2002. Being a Troll I thought it would fit in nicely with the current challenge so I did this sculpt. It's attack mode is to ram into you and you have to dodge it, whilst trying to stay on the bridge ( I didn't say it was a good game :) ) Inspired by crab like creatures, I liked the mouth being partof the collar bone.
  6. insignet

    Cave Troll

    From the album: Exploring Album

  7. insignet

    Orge_03

    From the album: Exploring Album

  8. insignet

    Orge_02

    From the album: Exploring Album

  9. insignet

    Orge

    From the album: Exploring Album

  10. insignet

    Goblin

    From the album: Exploring Album

  11. insignet

    3D-Coat Alternative Renderer?

    Completely missed this before... thanks
  12. insignet

    3D-Coat Alternative Renderer?

    We already have 3DC internal render engine plus the new Renderman implementation. However I saw this open source render from Radeon which is pretty good and free ( I'm not sure with Renderman if you can use the rendered images in a commercial project? ) If not then the renderman implemention is limited to hobbiest and portfolio renders ) Maybe the Radeon Render Pro would be a good alternative? https://pro.radeon.com/en/software/prorender/
  13. insignet

    3DCoat 4.8 BETA testing thread

    I was trying the GL version so tested the DX version and it worked fine. Thanks
  14. insignet

    3DCoat 4.8 BETA testing thread

    Anyone else having issues with the Light baking option in the paint room? I'm getting coloured noise... the attachment shows a little noise, but i'm sometimes getting ALOT. Happens with other settings to e.g. Render light from render room. Im using a AMD Radeon Pro WX 7100 Graphics Card ( not sure if thats the issue - not being Nvidia ?) to reproduce:- 1. open new vox scene and select the head. 2. goto paint room > texture > light baking tool 3. select map type as subsurface scattering ( leave all defaults ) 4. hit ok
  15. insignet

    Which Graphics Card for 3D-Coat?

    Which Graphics cards are the best for use with 3DC? Nvidia GTX 1080 or Radeon™ Pro WX 7100? I'm using 3DC for high poly and low poly work. Any thoughts?
  16. insignet

    3DCoat 4.7 (BETA testing thread)

    Is anyone having trouble with Renderman on the Mac? I've installed latest 3DC Beta and downloaded - installed Renderman. I can open RM etc and have it working, when I switch to Renderman in the render drop down 3DC tells me its not installed. ( btw Marmoset Toolbag 3 now has python scripting - would this help in using MT3 as a App Link render? I'm not into code etc so i have no clue ) I'm a big fan of the native render engine in 3DC, but I think having options like Rendman, Keyshot, MT3 is a big plus. Renderman and Keyshot are quite expensive though for commercial versions.
  17. insignet

    3DCoat 4.7 (BETA testing thread)

    I've downloaded the latest .31 Are the square alphas under the Stencils Tab or Alphas Tab? I have no folder for Squares under the Alphas tab. Update: Ok just saw the tutorial I actually thought I would be able to create square alphas using the curves in the same way we can create circular ones.
  18. insignet

    Volume shaders

    Hadnt noticed these before, look nice using the renderman engine.
  19. I recently added a tutorial to demonstrate how to use 3D-Coat to create a simple vehicle concept. Part 01 shows how to create the wheels and wheel base, part 2 will continue by demonstrating how to create a basic shape for the body of the vehicle.
  20. insignet

    V4.5 BETA (experimental)

    Yip. Testing out the light baking tool. Really nice when working in with layers and blending lights. Is it right that you can only bake one light from the render room at a time? I think if you could have a check box for which lights you want to include on the bake ( or is this the Camera_Target check box meant to do this? ) At the moment I'm removing the environment light completely to isolate the light source and bake these light sources to layers ( repositioning the light source for each layer ). The alpha option is nice too - i would say it needs a hard edge dial to make the shadow fall off editable.... nice stuff
  21. insignet

    V4.5 BETA (experimental)

    Great news about the Light baking
  22. insignet

    V4.5 BETA (experimental)

    How does the RFill Tool and QuadStripTool work? Are they supposed to work on these builds? The QuadStripTool draws a stroke, thats all I can get it to do, did I miss the instructions ?
  23. insignet

    V4.5 BETA (experimental)

    Quick test using the standard sss shader... thrown into render room, instant results. Great work.
  24. insignet

    New studio seats :)

    Just convinced the boss to get 2x 3DCoats seats
  25. Hi Not sure if this has been talked about before. Looking at the possibility of baking the result of a render directly to a UV map? Bake the reflections, metal, spec details as well as light influence into a single colour map? This would be good texturing for game assets. Substance Painter previews the textures on a UV map and this can be scaled up on the screen and take a screen shot... but its a work around ( see attach) You can see on the image the environment reflections etc, but these obviously are not exported. We can use the Texture Editor to preview the rendered result and export from the Render Room?
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