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Yearoftheox

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Everything posted by Yearoftheox

  1. I didn't think the bolt was all that good, I'm happy people like it. I polished off the textures, here's the Color/Nrml/Spec maps.
  2. thanks, the bolt isn't textured though, its just a shader that i'll use for a base texture.
  3. made a couple of sculpts today. They are very basic, but I find when I start a larger model, I lose motivation on it very quickly, (I start browsing for reference, redoing sections over and over again ect.). Keeping it simple, I at least finish it.
  4. Love the new wings. I have one crit though about the tail, it seems to get bigger halfway down its length, should it be more tapered?
  5. Its starting to look good, but what is your workflow? Just asking, because 3 hrs seems a long time for what you've done. I don't know how you sculpted this, but I would use masking for this, for example, I did this with two brush passes, with just the masks included with 3dcoat.
  6. wow what a fantastic looking sculpt. have to agree with digman, it would look good as a wrought iron piece. Maybe a 3dprinting.... ? are these done with curves, or freehanded?
  7. This is really starting to look good. definition on the neck really looks sharp. the sss of that maruparua shader looks awesome.
  8. RS=Runescape. I figured if it was based off the runescape concept, you would know what 'rs' was. I went looking for the concept, the proportions are similar, thats probably what reminded me of it.
  9. Ok, finally I have a half decent render of my 'marine' nothing else new. All made in 3dcoat, rendered in marmoset.
  10. Hmmm, Right after I posted, I exported the model with a .tga extention for marmoset, and the normal information is there. I didn't do anything diferent. I'm a little confused.
  11. I tried again today to export my marine sculpt from when I first tried 3dcoat. I still cant figure out how to bake the normals from a colour layer to the normal layer of my textures. (I forgot to thank GarageGrape for replying to my post at the top of the page. Sorry). to restate my problem... I baked a, 'Merge with NM (Per-Pixel)' marine sculpt to the paint room. I had an ambient occlusion, Normal Map, and diffuse layer. I started Painting my textures (with Depth/Oppacity and spec turned on) on the diffuse layer of my textures. (the hexagon pattern and scratches in the texture). So the depth info is stored on the diffuse layer, not the normal map layer. So when I export the normal map, It only contains the original bake, not the painted normal textures). So. How can I bake the depth information of the textures to the normal map. I don't know if I explained my problem any better, But If anyone can help it would be appreciated.
  12. Thanks LJb. You're absolutely right, the amb occ is overdone. I didn't notice it as much when i was in max, but definately see it now.
  13. Thxs Tony, yeah, the 'blacksmith' is having problems baking the normals. I painted over the normal map after I posted.
  14. thxs. I find the retopolzing process enjoyable. 3dcoat has some very efective retopo tools, and doesn't take long after you figure them out.
  15. well, I haven't figured it out, so I fixed the normal map in post. Final model 1600 tris, with diffuse, normal, spec, and self Ilumination. Everything made in 3dcoat, textures tweaked in paint shop pro. Tried a few different render styles. (in 3ds max viewport.)
  16. thxs for the kind words digman. I started a new project today, but I'm having problems, the normalmap isn't baking correctly. It seems to follow the lowpoly mesh of the blade, instead of baking the highpoly blade. I've tried baking it several times, but can't get a different result. Anyone have any tips for baking the normal map?
  17. Made another one, 578 tris, with diffuse, spec and normal. Made all in 3d coat, rendered in 3ds max viewport.
  18. Made a new model today, all in 3dCoat, but rendered in 3dsMax viewport. The exported Lowpoly was 1600 tri's, with diffuse, spec, and normal maps.
  19. ok.... I have a question, now that i've done a clean install, on a new system, I get to start the trial period over again, so I went back to revisit some older projects, try out the export options, to see how it works. I tried exporting my 'marine' sculpt, but It did'nt export correctly. My normal map lost its details, trying to figure it out, I discovered that when I 'merged with normal map (pp), my normals got baked to the 'Normalmap' layer of my texture, but when painting my texture, (with normal, diffuse and spec turned on), they went to the 'diffuse' layer I was painting on. (example pictured.) I assumed the normals I painted were assigned to the normal map layer. Obviously not. How can I combine the normal information in my diffuse layer with the baked normals in my normal map layer.
  20. well, here's an update. I did a clean install of windows. reinstalled 3dc, and the shaders are back in the scene.
  21. Thanks for the replys, sorry for not replying sooner, my computer's fubar'd atm. still waiting on a new harddrive/os to arrive. I tried upgrading to the newest version before my difficulties, but it did not solve the shader problem. I'm goiing to be doing a clean install when i'm up and running again, see if it solves the problem.
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