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Malo

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Everything posted by Malo

  1. Thanks for the reply. To be clear, i have done that with a better model as a simple sphere. Basic head with some details. Simple retopo with autopo. Easy UVs and seams with autoseams. I know, they looks ugly. My UVs My Baking options -> This is where i could choose the resoulution of my UV space the first time. That is too LATE My UVs after baking -> They are streched. Paint Room looks fine -> Yes Switched ti UV Room to fix that strechting. I did a new unwrap. After apply the new UV set i get this Visible seams and uvs are disorted. This sucks if you want to use a non square uv space. I know, i should not reunwrap the model because i get this result after that in the paint room. I should only use UVpack2 but that dont fix the stretching on the uv islands. And with that stretching, we are not able to work nicely on an external editor. We have to change the resolution, befor baking. What are your thoughts? How to work with non a Square UVSpace and avoid stretching.
  2. Hello at all. Little question. As the Tipoc says, is there a way to work in the Retopo Room with a non Square uvspace. As far as i see there is only 512x512, 1024x1024 or something like this. But how could i use 512x1024 or 1024x2048 ? Yes, after baking i could change the Resolution, but that bring only some disortions. I have to redo the UVs in the UV Room. But then i lost my Normalmap, if i use something different then UVPack2. Any ideas? Chees Malo.
  3. Some tests from me. Substance Painter 3d Coat Blender Simple PBR Blender Daniel Original textures are created with Substance Painter but this only for the reason why i have an image from Painter here. As i see, Painter and 3d Coat have some little differences.It looks a littlebit brighter, maybe the Expose Vaule are different calculated. Anyway. Next are PBRSimple and the new one from Daniel. Booth looks different as in 3d coat and Painter. SimplePBR have nice colors, but Daniel ones have nice metallic. But i think Daniel ones darken thes colors to much. I think SimplePBR works better overall.
  4. Yes you could use a Wacom and a 3d mouse. I use a Wacom Bamboo and 3d Connexion Spacenavigator without problems.
  5. I know. I have created long time ago a feature request but nothing happens since there. Its nearly a year now. http://3dcoat.com/forum/index.php?showtopic=17291 Anyway. Take a look into link and Video and feel free to add your +1 in Mantis and Trello.
  6. Danke Taros Ja, das mit dem Ton ist mir auch aufgefallen. Habs im nachhinein nochmal erhöht, aber da war die Grundaufnahme schon zu leise. Werde das nächste mal besser darauf achten.
  7. Many Thanks. Yes, this is a very easy way to setup your material IDs.
  8. Thanks Digman Yes, i like this workflow a lot. Fill Layers in Painter are such a great addition. I wish we could have something like that in 3d coat. It helps a lot to be work in a non destructiv workflow.
  9. Texturieren einer Waffe in 3D Coat und Substance Painter Hier zeige ich euch wie man ein Modell vorbereitet um es später im Substance Painter fertig zu texturieren. Viel Spaß beim anschauen. Gruß Malo
  10. Flamethrower from my newest tutorial. Tutorial is in german Cheers, Malo
  11. Malo

    Flamethrower

    From the album: Malo

    This flamethrower is for my new tutorial. Tutorial is in german https://youtu.be/eOtELABkQ7g Created with Blender - Base modell 3D Coat - UVs, baking and preparing for Substance Painter Substance Painter - Texturing

    © Malo

  12. Malo

    Sphere Bot

    From the album: Malo

    A little old project from me. Created with Blender, 3d Coat and Substance Designer and Painter

    © Malo

  13. My old Spherebot with some textures. And of course, it is a shpere. Cheers Malo
  14. Same here. Looks like all the sublayers causing that problem or it is a very long calculation bevor the task start, For you 1. Create a new Layer in Voxel. 2. Subdivide it one or two times. 3. Rightclick on the layer. 4. Klick on Merge Visible 5. Run on that layer autopo with Symetrie on. 6. Done, You have your retopo. After that you could delete that new created Layer and bake from your original object. There is no loss of your details in that way.
  15. Hallo Torsten Danke für das Feedback. Hab mir vor einiger Zeit das Indie Package zugelegt von allegorithmic. Habe also Designer, Painter und Bitmap2Material. Der Vorteil in 3d coat sind die ganzen Werkzeuge. Man hat viel mehr möglichkeiten was das texturieren betrifft. Der Painter ist da einfach noch nicht so weit. Der Vorteil von Painter sind ganz klar die Substances, Fill Layer und das mit Partikel malen. Ich selber bin hin und her gerissen was ich nun nutzen will. Da beide wirklich ihre Vorteile haben. Zur Zeit versuche ich da selber einen Workflow zu finden der mir zusagt und ich beide Programme nutzen kann.
  16. Malo

    Zeppelin

    Sieht gut aus, gefällt mir
  17. You are wrong. Your lowpoly should be in the Retopo Room. Import your Lowpoly into Retopo Room, create your Uvs or let do it automaticly. Then Bake. Then switch to Paintroom and you have your Lowpoly there. There is no need to import it in Paintroom and of course into Voxel Room.
  18. Einfach im Retopo Room dein Lowpoly importieren oder via App Link rüberschicken. UVs werden automatisch importiert wenn welche vorhanden sind. Hier sieht man wie ich das mache.
  19. Du musst die neuen UVs erst Anwenden. Apply UV-Set heist das auf Englisch, auf deutsch weiß ich es nicht, ist aber so ein Haken Symbol.
  20. Normalerweise sollte das nicht sein. Wechsle zwar nicht mehr hin und her, aber meine mich zu erinnern das das nicht so war.
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