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Malo

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Everything posted by Malo

  1. 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.
  2. 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?
  3. Yes D9 have some interesting concepts.
  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.
  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
  7. Nice, to hear that. I always work with separate dirt, scratches and stuff like that, too.
  8. 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.
  9. 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.
  10. Nice but this is not what i have used. Found it. I have used this http://hdrmaps.com/gdansk-shipyard-buildings
  11. I use one of the HDR that ship with Substance Designer. Not sure if you could download or buy it separatly.
  12. Malo

    Gun 03 Side Back

    From the album: Malo

    Inspired from the dirctric 9 weapons. I have created this version for me.

    © Malo

  13. Malo

    Gun 03 Front

    From the album: Malo

    Inspired from the dirctric 9 weapons. I have created this version for me. Heres a little vid in german how i have textured it.

    © Malo

  14. A new weapon Heres a little tutorial how i have textured it in 3d coat. Its in german, but if you have any question, feel free to ask.
  15. Some of my latest works Clothing for some crew members on a spaceship Female Clean and Dirty version of a working clothes Male Clean and Dirty version of a working clothes
  16. Hi. Wollte auch mal ein Tutorial machen und habe mich entschlossen euch zu zeigen wie ich in 3D coat mit den neuen Smartmaterials arbeite. Viel spaß beim anschauen. Gruß Malo
  17. They are compessed by the maximum resolution of the forum software. Use one image for each upload/attachment the solve the problems mostly. Hard to see in your pictures. I would recomned to use a hightmap instead of a normalmap in your smartmasterial. That gives a much better result. Maybe it solves your problem.
  18. 3d coat ist einfach klasse. Es hat zwar hier und da seine schwächen, aber alles in allem ein wirklich tolles programm.
  19. As far as i know, this is possible as long as i use 3d coat. That was one of the reasons for me to buy it. I have started with 3.7 Take a look at this. Projection painting in the viewport.
  20. Not sure if i understand you correctly, but you could do that without problems. Switch to Ortographic view, put some images into a Smartmaterial and use From Camera as projection type instead of cubemapping. Thats all. And you could still move, scale and rotate your image.
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