-
Posts
1,139 -
Joined
-
Last visited
Content Type
Forums
Calendar
Gallery
Posts posted by Malo
-
-
Thanks a lot.
- 1
-
Sieht gut aus, gefällt mir
- 1
-
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.
- 1
-
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.
-
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.
-
Nice work.
-
Normalerweise sollte das nicht sein.
Wechsle zwar nicht mehr hin und her, aber meine mich zu erinnern das das nicht so war.
-
For me.
Zbrush - Stupid Interface, i cant work with it.
Maya - never used.
Blender - Is nice, i use it for other stuff, but it is not a sculpting software. You reach very fast the limits of the software.
To name a few others
Mudbox - To expencive for what you get.
Sulptris - Dont realy have much tools you could use, nor stuff for Retopo and UVs.
For me 3d coat is a mix between Mudbox and Zbrush.
You get nearly all the tools what Zbrush have and the nice Interface and workflow you have with Mudbox.
And 3d coat is cheaper then both of that.
Thats the reason why i have bought 3d coat.
I am a hobbyist, not a professional.
- 1
-
Because of that.
Both sides would look similar.
Maybe nobody would realize it if it looks similar, but i think it looks better in that way.
Would you prefer to overlap it?
-
Yes D9 have some interesting concepts.
-
Not realy
1. If you disable your highpoly, nothing gets baked.
And it is not a duplicate. You see Low and Highpoly at the same time in Paint Room
2. Not neccassary.
Every Retopo group that is not hidden gets baked, it makes no difference what you select in the Preview window.
3. Why?
My way.
1. Switch from Voxel Room to Retopo Room.
2. Do Retopo and Uvs.
3. Bake
4. Switch to Paint Room. And disable Highpoly (View -> Uncheck Show Voxels in Paint Room)
5. Paint.
- 1
-
If i remember correctly give your objects individual materials and export it as obj or fbx.
Then import it in 3d coat.
At the start up, you have the option to change resolution for each extra material group.
It is not a big deal to work with multible objects in 3d coat.
-
@Digman
Nice, i use Simple PBR, too.
But looks like i have a little different Version.
One From me.
PBR is not created by me.
There are two Materials in there.
One for the Old texture maps and one for the new PBR.
I use it for games so i export as DX normalmaps,
Blender works with OpenGL normalmaps. IF you want to use the OGL normalmaps delete the RGB curve and connect it new.
- 1
-
Thanks
-
Nice, to hear that.
I always work with separate dirt, scratches and stuff like that, too.
- 1
-
FBX is one of the basic file formats like OBJ.
But as you know, it could store more informations.
Sure 3d coat dont need fbx directly but if you work always with fbx, like me. for Unity,
it is nice to have an fbx export, too.
Anyway, Blender cant do that.
You have always to import and connect your terxtures by hand.
What you could do is to create a basic cycles material, that you could import/append to all you projects.
With that you get rid of that Node stuff and have only to assign your textures.
- 1
-
I sent my models from Blender into the Sculpt Room.
Subdivided it a several time with flat subdividsion or normal subdivision, depends on the model.
Then i sent my models from Blender into the Retopo Room as Lowpoly
And then i bake my normalmap from the Highpoly into the lowpoly.
With this workflow you get rid of that problem.
If you dont want to bake in 3d coat, you could bake it external in xnromal or Blender itself, and then import the Normalmap into Paint Room to generate Ao and Curvature.
-
Thanks Digman.
-
Nice but this is not what i have used.
Found it.
I have used this
- 1
-
I use one of the HDR that ship with Substance Designer.
Not sure if you could download or buy it separatly.
- 1
-
Ich danke Dir.
-
Ich Danke dir.
-
Danke Chris
-
Texturieren in 3D Coat mit Smartmaterials
in Tutorials
Posted
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.