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Malo

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Posts posted by Malo

  1. Hi

    I have a little problem with my custom strip.

    post-24378-0-63546700-1372278030_thumb.j

    I have used this image for my latest armor as strip in Surface Mode and the LiveClay Tool.

    Everything works correctly as far as i see.

    Now i want to use that image in Voxel Mode, but it wont works.

    Did anybody have an idea why it works in Surface Mode but not in Voxel Mode?

    Would be nice to know for future images, that i want to create.

    Regards Malo

  2. I use a different way for a small thickness. Offset -0.1 and thickness 0.11

    Now i have still 0.01 above surface and i could smooth all without problems.

    For the filling, yes, maybe a test is it worth. Maybe it is a little bit faster.

    Thanks.

  3. Time to start some Threat to show my experiments with 3d Coat.

    First, i will start with a future armor, and testing some technics that i was asking in the last days.

    Quick and dirty.

    post-24378-0-51111700-1372193036_thumb.j

    I think it is time to start a real project with that technics.

    Tools uses.

    Duplication and extrude of the basic body, Cutoff, Vox Layer, Clone and LiveClay.

    Regards Malo

    • Like 2
  4. Another little question.

    Is it possible, if i use the Vox Layer Tool, to fill the area between two "guide lines"?

    Example

    post-24378-0-17381900-1372181753_thumb.j

    I want to use the Vox Layer Tool, and that curve on the picture (red area), not sure how it is called.

    I have created two closed curves, and i want to ask, if it is possible to fill the area between this two curves automaticly.

    Sure i could fill it manally, but is there a way to do that job automaticly?

  5. Thanks for the replys.

    @alvordr

    Hm, not realy, maybe i did something wrong.

    post-24378-0-66063900-1372176010_thumb.j

    What i did was,

    - Use Voxel Layer Tool on a Voxel object with Offset 0 and a thickness of 0.01 -> see picture.for more infos.

    - In Suface Mode i smoothe the object several times (5 times).

    - Switch to Voxel Mode.

    @digman

    Nice idea, with the clone tool. I use a slightly different way.

    I copy the complede object, scale it up with the extrude (rightklick on the layer) and then i use the cut tools.

    Much more work as a filled Vox Layer Tool object, but both ways works, as far as i see.

  6. Little question from my side.

    Is it possible to fill or close an object, that is created with the Vox Layer Tool?

    Lets say, if i want to create a wristband, (i know, there are easier ways, but now as an example it should work and as little help for explaining) i mark the wrist and use apply.

    Now, we all know, the new wristband is created as real band like in real world. But what i want, is more a cylinder at the end.

    Little example

    post-24378-0-17593400-1372106326_thumb.j

    Is it possible to close an object that is created with the Vox Layer Tool?

    And when yes, did that work on more complex objects, too?

    When not, forget it, i know a differnen way, much more work, but it should works,

    The reason why i asking is,

    1. if i have some realy small thicknes like 0.01 and an offset of 0, it is very hard to work with that,

    2. there are too much polys in use (there are both sides, and as thinner as more). If i reduce it, i get an ugly shape, because of the thicknes (i know) and smooth wont works as i wish.

    Any infos would be nice.

    Regards Malo

  7. Hi at all.

    I have some trouble with custom primitives that uses posive and negatve objects inside in Surface Mode.

    Take a look at this.

    post-24378-0-50959400-1371912245_thumb.j

    If i put my custom model on the top or right side, it works correctly in Surface Mode.

    But on the left side, i get always holes into my surface, but why?

    I have the same results on the oposite sides, Lower and back left are correctly and the back right side gets holes.

    If i use the basic sphere and add or subtract (hold ctrl) surface, i get no holes.

    Close holes, dont solve the problem. Sure the holes are gone, but my negaive model would be closed, too.

    Any help would be nice.

    Regards Malo

  8. @AbnRanger

    Why should i not paint into depth. With some custom Materials it should works very fine.

    I was thinking that is a good feature. it is on the startup header.

    See here

    post-24378-0-96201300-1371501899_thumb.j

    I dont think Andrew put some unneccessary stuff into that window.

    Anyway, my problem is, i dont have looked ahead as you say, and now i am stuck. And i am here to find some help to solve my problems.

    1. I have uvs and retopo it, but the baking causes problems from the beginning on, see here http://3d-coat.com/forum/index.php?showtopic=14568 scroll a little bit down.

    Snap to outer face solved the most problems but the details dont get baked out realy clear. 8k texture size is to low, maybe with 16k it would work but this is ridiculous

    2. I was thinking i use the lowpoly for the bake option from the Textures Tab.

    And i want to use now vertex paint.

    3. I see, i cant subdivide my model, with out lost my details, see first post, to get the high resolution that i need.

    I see i could use Mikrovertex to paint, but that wont works until i export and reimport my model, see first post.

    Now i know it, thanks to digman. I have to test it.

    After all of my "dont looking ahead", i have to go now a different way, away from the usual workflow, or start everything new from scratch.

    I choose the different way, because i am running out of time if i start from zero.

    @All

    Many thanks for the help.

  9. Yes, that would be nicem to have such a resampler.

    No, you understand me correctly.

    But is there a way to go from Voxel Room into Paint Room to use Microvertex Painting, without export and reimport my work?

    Yes ,the scale value helps me, in PPP i need 1 but for vertex paint i need 5 and more to get the same result.

    That was a little bit confusing for me.

  10. I dont want to switch to Voxel. I want to paint from Surface Mode, this was only a test to bring the resolution up and try to keep the details.

    It seems, there is no way to subdivide the model automaticly. I have to do it manuall, right?

    PicMat dont solves the problems, too.

    It is still not possible to paint with depth directly, sure reimport solved that, but why?

    Painting with less/more in cavity works, if i use a bigger scale.

    As far as i see, i have to be carefull with the CleanBrush if i want to paint with vertex.

  11. Sure

    Basic Surface Mode model with 2.5 Million polys

    post-24378-0-04625700-1371460141_thumb.j

    Switch to Voxel Mode with a new resolution of 10 Million polys

    post-24378-0-53914600-1371460197_thumb.j

    New resolution in Surface Mode with 7.5 Million polys.

    post-24378-0-38808200-1371460259_thumb.j

    As you see, i get in picture 2 and 3 some ugly artefacts, and the clean details on the seams of the cloth get nearly lost or they are to much deformed to give me the result as i have befor "subdividing".

  12. Hello.

    As the Topic says, i have some problems with vertex paint.

    1. I see at the startup it is possible to paint in vertex with high (displacement), but if i go from the voxel room into the paint room, i cant paint with high?

    Did that only work if i export and reimport my actuall work again into 3d coat or is there a hidden button for that?

    2. I have some trouble to pain only on high or low areas.

    If i choose more/less on cavity and if i use a opacity of 200% i have to paint 5 or 6 times the same area to see the full effect of the color.

    As far as i see on PPP i have 100% opacity and one stroke to see the full color.

    Why is there so a huge difference?

    3. I want to paint a modell with vertex color, but my modell have a to low resolution.

    How could i subdivide my surface modell to get enough vertex points?

    If i resample the surface model, i lost some details, if i change back to voxel i lost some details, too and get ugly artefacts on my lowpoly surface areas.

    Would be nice if somebody could helps me with my problems.

    Regards Malo

  13. I have tested every thing that you have mentioned.

    For these exactly sharp edges that i need on my axe, is cutoff and/or subtract with primitives the best way.

    Pinch or crease always deform the area around the edge too, and this is what i dont need.

    For hardsurface armors, on that i makes no difference if the areas around the edge get deformed, yes pinch and crease works good.

    Maybe the Plane Tool could do the job too, but cutoff is much easier to use in my eyes.

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