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Posts posted by Pix Jigsaw
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I completely agree.
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Tim. Thanks for the tip about setting up good Opacity and Inside Opacity settings. I can see my pattern clearly through the voxels in front of the image now that I have adjusted them.
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@ Cylon. Thanks!
@Tony I'm trying to buy Reference Image, but Leigh's website is broken and gives an error when I try and register with the site. So far, he isn't answering his e-mail. I used the demo and it looks like it would be a very useful tool.
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There are a couple ways I can think of.
First, if you are bringing it in from an obj file, use the Merge tool to bring the object in. Make sure merge without voxelizing is unchecked. Then press the "make mesh closed button" I think that will fill the hole for you automatically.
Another way is to plug up the hole using a primitive. That will leave the space inside enclosed. Now, right click the layer with the object (in vox room) and choose "fill voids" 3DC should fill the enclosed space with voxels.
Finally, you can do it by hand.
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It makes me happy too--now that I'm finally figuring out how to use them. I have to say, though, the reference image feature is really, really rough. I've been having to hide it to cut things with the e-panel tools. Also there is a bug so if you actually touch the reference image when placing a primitive it resets the parameters of the primitives tool and moves it off screen.
That said, its still really fun and the project is moving right along.
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Thanks for updating when you found the solution. Good to know.
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There is also a 3D mouse tab in preferences. You can make adjustments there to the way the 3D mouse behaves in 3D coat.
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Score: Humans 1 Robots 0. Super nice work!
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Thanks for putting up pictures of the node setup.
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Psionic
I looked at soldiers field uniforms today where the pants go into the boots. A lot of soldiers from combat units don't have the uniform poofing out so much above the boots. I think they have some way of making them stay tighter to the legs, maybe a way of folding them when they tuck them into the boots. Others wore the uniform pants very much like you show on the model. The difference from your model was that the ridge around the bottom was a softer fold. Also, it was the lowest part of the pants you see, actually hanging down just a little below the top of the boot.
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I love the detail on the vests. Overall looks really good. The one place that I'm wondering about is the somewhat sharp ring of folds in the pants right before they go down into the boots. maybe soften that ridge.
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I had to do an internet search for Blender camera mapping. Have you seen this one? http://www.blendernation.com/2011/07/15/3d-camera-mapping-scenes-for-the-documentary-motalko/
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The design is vector from the start which means it is able to be scaled to any size without loss of quality on edges and is also the most accurate and sharp representation of the design possible to achieve. The method you describe will work fine for a bit of fun but for anything professional, you will want to maintain the vector format's quality and integrity.
Jax
You realize that the Blender importer script is approximating the curves in your logo with multiple flat faces, right? Look at 3:56 and 7:58 in your video. That's not maintaining a vector format's quality and integrity. Your object file output approximates smooth curves with line segments and flat faces. It's the magic of smooth shading camouflages the roughness. Take a close look at one of your curves in Blender. How many line segments is it using to round the corner?
The image import method is capable of generating higher quality if you start with a quality stencil. Don't get trapped in a print mindset and think that if you are using a non-vector image as a starting point, the end product is going to result in unacceptable quality for professional work. The image import stencil method is producing a mid-to-high poly representation of the logo. In fact, you could bake it down using displacement onto your low poly obj file if you want to smooth out its roughness.
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@ splinetime. Thanks for contributing the folder outline pdf. I appreciate you sharing that.
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I think things like brushes, masks, strips, etc can benefit from being in their own sub-folders. In the right corner of the brushes pallet, there is a downward facing triangle. If you click on it there is a menu with a "folders" option. The folders option lets you choose which brush folder to display. For example, I have Artman's pen pack, default, and test brush subfolders. Its really a matter of preference and work-style. Do you like to see everything, or do you like to have just what you need showing?
Note: Many of 3D Coats windows have this tiny downward-facing arrow symbol. It is easily overlooked, but often a lot of useful options are hidden there.
Note 2:. Under the little triangle there are options to add and delete folders associated with the window (brushes, objects, strips, masks, etc). Because of this, I do most of my management from within 3D Coat, and have never really had a need to focus on the underlying folder structure.
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I'm not sure your approach is the most efficient way to go. Have you considered converting your logo to a black and white png and directly importing the image using 3D Coat's Import Image as Mesh feature? Here's what I did with your logo.
1. I did a screen capture of your logo from you video to get the image.
2. Brought it into Photoshop
3. Up-rezzed the file.
4. Inverted the image (white becomes the object in 3DC)
5. Applied Gaussian Blur at about 1.
6. Saved as a png.
Then I brought it into 3DC using Import Image as Mesh.
In the Import Image as Mesh dialog, I used the logo png as the top and bottom stencil. I left the thickness at default.
When the object showed up on my screen I Adjusted the thickness with the transform tool and pressed enter. It comes in to surface mode. I Switched to voxel room and used standard 3DC tools to make a few variations.
Here is the resullt. It only took a about10 minutes. I just used standard 3D Coat shaders.
Give this method a try and see what you think.
Here is a little doodle I did using a vector drawing program on an Ipad to make the basic shape. I then imported a jpeg of it into 3DC. The process was pretty much the same as for the logo, described above.
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If you think they are in the wrong folders, why not do a clean install? Then you can go in and see where they are supposed to go. I haven't seen any documentation on the folder structure that 3DC uses.
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Nice tutorials. You get a lot done with symmetry and the cutoff tool on the hard-surface tutorial. Inspiring.
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I'm happy to see you post another WIP. Looks very good.
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I'm no expert in this area of 3DC, but you are right about the weird additive nature of the specular. As far as I can see, you can't tone down the spec of the metal layer in your example by painting a layer with a lower level of spec on top. Maybe I'm missing something, too.
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What format do you need a mod to be in to import it into Battlefield 1942" 3D Coat is pretty powerful and flexible and exports to a lot of different formats.
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Glad you figured it out. Ignore backfaces is such an important checkbox tucked away there on the e-panel I wasn't quite sure what problem you where having from your post, otherwise I would have pointed you to it.
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I didn't know about avoiding the red and orange loops. Thanks for the tip.
note: When I clicked on your video it said the video was unavailable.
Draw with closed splines
in General 3DCoat
Posted · Edited by Pix Jigsaw
Cylon. Press "hide all" on the reference image control box. 3DC has a bug. It will not let you do a cutoff operation when the reference image is showing. If you hide the reference image, you will be able to make the cut.
Edit: Yes, you can use many of the regular brushes with the e-panel spline modes for adding material. I think there is the same problem with the reference image being visible. Basically the program is wrongly thinking you want to draw on the reference image (the green paint) instead of doing something with voxels.