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Malo

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Posts posted by Malo

  1. 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.

     

     

  2. 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.

    • Like 1
  3. 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.

    • Like 1
  4. 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.

     

    • Like 1
  5. 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.

  6. @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.

    3dCoatCyclesMaterial.7z

    • Thanks 1
  7. 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.

    • Like 1
  8. 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.

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