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Malo

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Everything posted by Malo

  1. Ich glaube eher er meint die Spiralbildung des Edgeflows am Modell, kurz bevor es in den Paint Room geht. Also ich versuche immer das Retopo von Hand zu erstellen. So hat man einfach mehr Kontrolle. Aber um diese Spiralen zu unterbinden helfen oft mehrere Guidelines in diesen Bereichen. @Tutorial. Tja, so sind die Deutschen nun mal. Geiz ist Geil oder wie das so schön heißt. Habe schon ähnliches erlebt. Amis, Franzosen, Chinesen usw sind gerne bereit für eine Leistung zu zahlen. Nur unser Völkchen wollen immer alles umsonst. Gibt aber auch ausnahmen.
  2. @carlosan Thanks, that look realy nice. With that, i could work with it. @Tony Nemo Exactly.
  3. Hi. Little question. Is it possible to sculp on a plane, that is uv unwraped and have a texture assigned? What i want is, to create my own displacementmap, normalmap, specularmap and maybe other maps from a 2d image. The best way would be to bake it directly in 3d coat. I know there are several programms out there that create that maps auotmaticly like crazy bump or Nvidia Normalmap plugin. But they looks mostly ugly or have some highinformations in a wrong direction and stuff like that. I want to do that for difficult images that other programs dont give the result that i need. I know i could do that in Blender, but maybe 3d coat could do that too, but how? Any help would be nice. Regards Malo
  4. Malo

    Souleater

    From the album: Malo

    A sword from me, created for the game Skyrim.

    © Malo

  5. Malo

    Waran

    From the album: Malo

    Little test on a animal head.

    © Malo

  6. Malo

    Adventurer

    From the album: Malo

    Lowpoly Adventurer with 8400 polys.

    © Malo

  7. Hm, thats sad. Thanks for the reply.
  8. Very nice, but i could not find it in V4. Where should i looking for that feature, like in the video in the first post? Or is that no longer avaiable? Would be nice if somebody could help me.
  9. Startet with a new and clean version. Next step would be a helmet.
  10. As far as i see, all of my custom strips and the original ones work in voxelmode with a spline from the e panel.
  11. Hi I have a little problem with my custom strip. 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
  12. No, i have used Makehuman for the base mesh.
  13. 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.
  14. Thanks. Yes, it should be 1920x1080, not sure why it is now smaller.
  15. 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. 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
  16. Another little question. Is it possible, if i use the Vox Layer Tool, to fill the area between two "guide lines"? Example 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?
  17. Thanks for the replys. @alvordr Hm, not realy, maybe i did something wrong. 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.
  18. 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 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
  19. What is greeble? I cant translate it. I found the problem. There was a hole in my object. After closing that in Blender, i get no more holes in 3d coat. I still get sometimes this error message, but after klicking several times around the same area, it works.
  20. This is the basic cube if you want to start in surface mode at the startup menu.
  21. Not realy. Befor - After I got from time to time this error, too. Maybe that could helps you.
  22. 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. 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
  23. This study is great. I am one of that, that run into some trouble to create clean edges. Love to see more.
  24. @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 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.
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