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blackant Master

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Everything posted by blackant Master

  1. Characters made with 3dc are used in the good life, coming out soon !
  2. i just finished working on a model, see turntable here : http://3d-coat.com/turntableID=133994812182 after saving and exported it, i re-opened it and then : all color have not been saved ?!! normals are here all layers too... is it because i deleted Layer 0 in photoshop ?? don't know
  3. when using transparence, i seen that in working viewport (paintroom) there is nothing to do to see the other side of polygons. but when in render room i can't find any option allowing me to active 2-sided polys.. should be usefull.
  4. i always using occluion on my works, it's pretty nice. but i am actually working on a low poly model wich i texture, and i need vegetation but occlusion doesn't pass through the transparent parts, making a whole black shadow... it should be very very nice to have this abbility to make it as good as possible...
  5. ca peut venir du fait que l'auto retopo c'est de la merde .... non ? lol sinon il faut que tu modifie les lignes de coupe enn creant des intersections entre les loops (oranges) et la direction des pointes, mais meme avec ca tu n'aura pas un aussi bon resultat que fait a la main.
  6. thanks philnolan3d your parameters are better than mine, it helped me. by the way, i tryed to add some lighting for rimlight and the result is simply horrible !! for just a little red lighting, it influ on the entire mesh...
  7. hi, i worked on a statue and made a render inside 3Dcoat. i can't find any good light parameters, the result is too smooth, and can't be contrasted... don't know if there is a solution for that? http://3d-coat.com/turntableID=133952107190
  8. importe le directement en tant que maillage de reference, sans passer par la chambre de voxels. le maillage restera le meme et tu pourras utiliser l'autopo depuis le menu retopology ou le faire manuellement.
  9. ne pas confondre sauver le lot d'uv avec sauver la normal map, ca n'a rien a voir, le lot d'uv est en fait le depliage des uv en coordonnées X,Y apres avoir projeté ta normal par fusion dans la scene etc.. diriges toi vers l'onglet "peindre" tu pourras y modifier les textures au besoin a partir d'ici tu peux exporter l'.obj avec la normal ou uniquement la normal via > texture > exporter > normal map (espace tangeant)
  10. finished baking and 2 screenshots from max viewport
  11. Garagarape : LOL ! maybe something like that stayed in my brain during since something like 20 years... frenchy pilou: you're right i totally fogot this! but this concept is for driving, not for parking ! lol this will not be used in game spacepainter: your right the lighting certainly made it to bright anyway here is the final version before low poly
  12. a work someone asked me, http://www.youtube.com/watch?v=1bfUscDVsxc
  13. really nice work, just normals are little bit to much noisy on calfs, bumped... when compositing separated elements, next time you should build first the character and keep it for size reference, after you can build all around.
  14. thanks, contraints are speciffied as: from this image do what you are inspired (an opened window with in front a statue of buddha, some books and candels...) 10000 polys, texture in 4096, only one texture and pixel must be unique in use. baked AO must be done with mental ray or something like that. at this point i have finished to bake the first texture diff and normal for the whole decor. i have added the starting face for the "pagode" on the top right to be unwrapped with. now i'll build this pagode outside by duplicating the floors, i'm certainly wrong for this cause they ask for unique pixel but "tant pis" i do like that.
  15. lol, loved the face of the old man i don't remember his name
  16. actually, i fink she's look more of a woman from30-40 years old than a 20 girl... i fink you should dress her differently, with more modern clothes
  17. thx garagarape, yes he's a littlebit flat on z, prefere to say.. but it's not really a problem i fink he looks cool ! lol michalli: i don't talk about painting voxel by color, i mean sculpting... with a brush like when i paint, i have same sensations. not like real sculpting.
  18. fun and certainlyy complicated... i finished the rocks and terrain today, tryed to make some shaders little bit better. 2 views: 3dcoat is lovoxel this part is finished with voxel painting, now i must retoplogize it. today will be a long day ...
  19. oui c'est ca, ce qui est dommage c'est que je ne puisses pas savoir precisement la quantité de memoire qu'il me reste avant que 3dc ne plante. j'ai globalement un pallier a 250Mo mais ca ne veut rien dire puisque ca peut etre moins, c'est juste le moment ou sa commence a ramer severe.
  20. come on alcor, take the alcorak and save the world !!
  21. yes i know this but i'm going to paint it on final result, my final scene must have 10k polys and 1 texture in 4096... it should be fun
  22. i made a global render of the decor, giving to me an idea of where i go
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