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insignet

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Everything posted by insignet

  1. 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 ?
  2. Quick test using the standard sss shader... thrown into render room, instant results. Great work.
  3. Just convinced the boss to get 2x 3DCoats seats
  4. Yeah the reason I asked about it. To bake smart materials etc it gives an artist a good starting point in hand painting i.e. they will have reflection reference etc baked into a layer in the paint room and can then add/substract from that on the UV mapped paint layer. btw.... great PBR materials I bought them
  5. sorry - forgot to attache the image in previous post
  6. 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?
  7. Short character reel showing work from a few years back. I use 3D-Coat for sculpting my characters, retopology, UV work and painting... Link to YouTube and Vimeo channel. http://youtu.be/pbGkBo0kg8c https://vimeo.com/100333717
  8. Thanks... glad you like it.
  9. Hi all Just thought I'd post a link to some work I did with 3DC voxels on my website. This link shows the all the characters, these were colorised in Photoshop ( done before you could add colour to voxels ) http://www.draw-it.co.uk/?project=trench-project The thumbnails on show some very quick auto retopo work done on the sculpts to get the geometry into LW. I used the mesh to position proxy versions of the characters in a virtual studio. The attached is better view of one character.
  10. Not sure if this is a beta question, but just to be safe i'll post here. ON the action panel when starting v4 I tried the The Paint on Vertices option, could this be used for weight painting or colourising verts? Because it seems to give you option to only paint on a voxilsed model. I've looked in the manual but can't find info on this. I assumed after importing a mesh i'd be painting on that mesh directly? I think to be able to weight paint with 3DC tools would be effective especially with an app link.
  11. Thanks. Yes thats the same issue I'm having. My solution was to save a PSD from Corel. Re-Edit from 3DC back to Photoshop and then paste in the Corel edits I had made. Long process : If this can be sorted it will be great.
  12. Having a wider selection of brushes I thought I'd try using Painter as an External Texture editor. I had a problem on re-saving where it made my texture purple, which was strange. Layers were in tact but Painter had saved the background layer as a filled colour. Anyone else tried this with success? You can save out of Painter as a PSD. Its not the native format of Painter so maybe thats the issue.
  13. Thanks for the comments... will try to add the geometry - I have some very nasty 5 point stars in the face, adding more geometry will hopefully smooth it out. She will be animated in Lightwave or Messiah, I'm not an animator unfortunately, but I will have a bash at it for kicks. There are other people here who I will hand the project to once i'm happy with the model, surface, and render. We may do some tests as a cel shaded render at some point. Thanks again.
  14. Hi Here are a few updates to my cartoon girl, which started life in 3D as a voxel sculpt
  15. Wanted to share this character development with you guys. Showing the concept and work in 3DCoat and LW. The final product will be delivered/animated in LightWave, the project is being developed with Cartoon Pierre (permission granted to show) . We are working on some render tests at the moment and playing with the surfacing. Also have some other characters which will post in this thread at a later time. C&C welcome... thanks for your time. Ian www.draw-it.co.uk
  16. Andrew Thanks for the feedback and workarounds!
  17. Tried the micro vertex paint option and I get the same results. I haven't read anywhere else of this problem so I'm thinking it must be something I'm doing. Anyway I have submitted to Mantis.
  18. Thanks again... Will try it... not used it before, but if it works then it will be cool. Do you think its a bug and worth submitting or just as you say a differing sub-D approach that causes the change in geometry?
  19. Hi Phil Thanks for your response. I have included a few screen shots to illustrate the issue. 1 - import.jpg shows the import settings I use when bringing my model in from LW to 3DC. 2 - I paint on the model etc then get ready for export 3 - export.jpg shows my export settings from 3DC saved as a LWO ( no maps saved on the screen shot as its just an example ) 4 - difference.jpg shows the difference between the original LWO mesh ( background layer black ) and the imported 3DC mesh ( white mesh ). You can see the definition in the chin and nose has been reduced on import. My work around is to use Background conform which snaps the new mesh to the original, not a great solution as it takes time to tweak. I'm not sure if my import/export settings are wrong?
  20. Hi... Wonder if anyone can help... I'm sure I'm not clicking a check box or something but when I bring a painted mesh from 3DC to LW 9.6 the mesh becomes smoothed out. For example I will have a head model in LW... export to 3DC do the UV, paint etc then export it out again to LW. When back in LW if I compare the original LW model to the newly imported version the sharpness to the mesh has been smoothed out. I will try and send a few snap shots to illustrate what I mean. My work around is BG conform inside LW using my original model in the BG layer...then tweaking the vertices to match the original... if you can help... thanks
  21. Hi Here's a few sculpts using voxels. Been experimenting with the primitive tools for roughing out shapes. I have found these tools to be valuable in approaching sculpting from the same angle as when sketching with pen and paper.If you are new to 3DC voxels take time to learn these as they will provide an excellent foundation to build on.
  22. Another sketch... increased the res here X2... roughed in some neck volume. Worked on the eye lids and this time got better results using the Curves Tool resizing the control spheres ( cheers for that tip ). i
  23. hi... I used the muscle tool, gradually building up the volume, smoothing and blending areas where i wanted less detail... great tool. i
  24. Another one... started off as a cartoon, ended up like something from Iron Maiden!
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