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Yearoftheox

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Everything posted by Yearoftheox

  1. I have a problem, today I upgraded to the latest version (v. 3.7.05b(cuda)(dx64)), from a fairly older version, and I don't have shaders anymore in my shaders tab. I tried 'reseting all pages to default', but that didn't help. Anybody have any suggestions where I could find my shaders back?
  2. Started playing on a model from a previous post. ^ Not really consistent, but maybe i'll keep going with it.
  3. started a skull, made a base in max, then refined it in 3dc. Don't know why I gave him grilz. any c&c welcome.
  4. your head sculpt looks good, one thing bothering me about it is the profile, the length of the head seem a little short, and the back of the skull too low. (illustrated). I realize you've probably finished this already, but I thought I'd put my two cents in anyways.
  5. Here's this years threadsurecction. Just a sculpt of a tire, normal mapp'd to lowpoly mesh.
  6. Thanks, but the sphere is very basic, its just exported as a spline from in the "curves" menu.
  7. Wow, these ar by far the cleanest sculpts I've seen so far in 3dcoat, love the last one.
  8. Thanks for the link, I rerendered (kinda crappy though) it and submitted it just for fun.
  9. Playing around in 3dcoat today, made this, rendered in 3dsmax.
  10. Downloaded the newest version of 3dc This is what I have so far, built from primatives. Any c&c always welcome.
  11. My workflow is more like... 1. Sculpt 2. Retopo 3. Uv retopo (also called unwrap) 4. Merge into scene for per pixel painting 5. Paint 6. Export model as obj for 3ds max * (which I cant do any more because my demo ran out.) Im not sure how light wave handles the export, but most likley your uv's and maps will all be apllied when you import in lightwave.
  12. I agree 3dc Is great for quick uv layouts, 90% perfect,but in organic uvs there is always some distortion that I find hard to tweak out in 3dc, But being able to paint directly on the model negates that pretty much. answer to question 2- 3dc can auto-unwrap uvs for you, but Learning to do it yourself will always give better results.
  13. had some time to kill, and decided to play with 3dc some more, here's a quick sculpt I did tonight.
  14. I agree, Voxels are ok, but the retopo/ uv/ paint tools are the best part of 3dc. 3dsculptress- Your "Test" looks interesting. Is that a Highpoly "cube" or is it quadrangulated. also, I find working in an orthographic view, While using symetry, especially in front view, beneficial.
  15. worked a little on textures, tried to make him a little more dirty and battlescarred.
  16. Well, i think I'm done with this for now, maybe i'll finish the acessories for this. Been trying to render with 3dc, finding it hard to get a good dof.
  17. When I'm using the cloth->from retopo option, It takes the mesh from all retopo layers, including hidden layers. It would be nice if hidden layers were not included.
  18. Agreed, especially if like me, you have two differnt sized monitors.
  19. The blacksmith started as a low poly import, (pictured), But everything after that has been in 3dc. Here's where I am on the Soldier version.
  20. I haven't seen a thread about this, (i'm sure someones probably mentioned this before in a thread), but dual monitor support would be great. being able to dock say the texture editor on another screen, or having the uv preview, shader menu, on another screen, would clear up the interface.
  21. started playing with my blacksmith sculpt, here's what i ended up with.
  22. well, I cant export anything, I'm banished down to demo mode,so no exports. And I'm trying to figure out how to seperate my voxels from my ppp, which I dont think I can do except by exporting. Id rather set up the scene in 3ds max. Maybe I'll get lucky and Santa will bring me 3dc.
  23. I'm having trouble merging both together. Layers keep all adding together.
  24. Looks fine to me. If you're not planning on animating this, tri's and ngons aren't an issue. They only matter if you're sudividing the mesh, where tris and ngons give unpredictable results, or mess up edge loops. PS. I am by no means an expert, just giving my 2 cents. (hope I dont sound like a knowitall)
  25. just finished a anvil sitting on a stump for my blacksmith. It started as a very quick low poly mesh in 3ds max, imported, given a quick smooth in voxels, retopo'd, uv'd and then cleaned up the texture in the texture editor (which I just discovered. Very handy for fixing textures. I fixed my normal map, ambient occlusion pass, and color, all without leaving 3dc.). Just wish I could export it now.
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