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Polygoon

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Everything posted by Polygoon

  1. I presume you are talking about in the Voxel rm. If so, you can use the "Plane" tool.
  2. Really liking the new features. Thanks for all the hard work Andrew, Farsthary, Sergyi and team, great work!
  3. Very nice! Stunning results digman.
  4. Well it really depends on what you want in your end result. Personally I can go up to >20 <30 million and still have good performance, though I generally dont use a large brush size. Give it a try and experiment a bit to work out what is happy medium for what you are wanting. You can retopo, send to paint room, then paint in some more bump and reduce the load on the program that way, Personally I will try to do as much as I can in the sculpt room because it makes easier to get a good AO baked, than tryng to get an AO map done from the paint room on top of everything after. But maybe I am not doing it quite right there, I dont know. With the new build (haven't tried yet, still downloading), I suspect I will be using this workfow alot more, and perhaps with even better performance, so even more will be achievable from the Vox/LC room. Also Polypainting. Then to the paint room for perhaps some more in cavity, more on hieghts, materials etc.painting. Well thats just what I try to do anyhow. I am sure with 3DCoats versatility, others may have quite a different way of doing things to achieve what they are after.
  5. Hey thanks, I didn't know you could do that with layers also.
  6. You can create a folder and call it "nurnies" or "my primatives" or what ever, put you obj.'s in it. Then put the folder into the "VoxStamps" folder located -Program Files / 3D-Coat-V3 / VoxStamps / Objects. Then in the Voxel room click the "merge" option under "Objects" on the left side tool bar, select the "Models" tab up in the right hand corner inbetween "Strips" and "Splines", click the little downward pointing triangle button right on the very right hand edge of that, then select your folder with your primatives and you will be able to access your primatives in the window below. 3D Coat automatically creates the preview thumbs of your objects. Cool huh! Note; you can also create VoxStamps that have a negative part by using the naming convention - "name of sub object within the obj. file" immeadiatly followed by _negative.
  7. Wow! awsome. Nice work Farsthary and the Pilgway team. So with the noise brush, in the video it can make like a mud cracks surface or other bumpy inward or outwards by selecting an option in noisebasis. Are these like masks? could you load any mask into there? Now that would be very nice! In any case really looking forward to having a go with these.
  8. And a happy new year to you too Digman and all. Hope its good one for you and your families and friends.
  9. Note also there are app - links to many other 3D programs such as C4D which you can use to transfer directly back and forth, updating your work as you go.
  10. You can export to TGA, BMP, PNG, JPG, TIF, TIFF, EXR when exporting your model and DDS also from Textures Menu. I am not sure what is available with the trial version though.
  11. Puzzling!, Are you running the program as admin? From memory some OS's will cause problems if not run as administrator. If you are the I don't know what else it could be.
  12. Very handy tool, thanks haikalle. Has been working a treat using 2.60.
  13. Oops! When I say right button, I meant the other right button, as in the left button. My apologies I see now what you are are asking, but unfortunately I can not help you. As far as I know this is extent of how materials are manipulated. I can see it would be handy to keep the height or width constant while elongating the other axis. Maybe if we are lucky, someday this may be included.
  14. If you mean stretching from 1 side of the screen to the other, I am not aware of any way to do this. It does takes quite a bit of maneuvering sometimes.
  15. You can use this button by holding down right mouse button and dragging either up or down or across.
  16. Awesome, looks great! I really like that shader too. Is that available? Would be nice to work with at night in the dark, which is when I do most my work. Can the back ground be made black also? Or can we already do this? In any case, nice work. Look forward to giving it a go.
  17. You are right, I was confused. For me using "to global space" does not change co-ordinates of the object, but does turn Non Uniform to Uniform and sets symmetry plane back to origin. The confusing thing is that I made the complete model with symmetry, and is completely symmetrical, about the x axis, yet the whole thing is off center. The model was Uniform. How did it get offset from x=0? An accident perhaps. Who knows? I should have checked my co-ordinates. I am sorry this has wasted your time. I will remove the bug report I have made here http://3d-coat.com/f...view=getnewpost and on Mantis Andrew said "I have no idea how to improve it." Perhaps a "lock symmetry plane to origin" option for symmetry options if possible would be nice. Or an indication like the red "(Non Uniform)". I believe it still will say Uniform if your model is off center, but only Non Uniform if its scaled in any way. Could this be changed to just simply being off center?
  18. Yes, and the symmetry plane rotates with the object when you rotate it. Sometimes it is needed for the symmetry plane to stay along the axis when you rotate your object.
  19. That is 1 method, or it can be done similar with 3DCoat. Also instead of merging sub tree, you can "merge to" individual layers, remember the resolution of the layer being merged to will be the resolution used. So if you merge a layer of x2 to a layer of x3 the end result will be x3. If you "merge visible" all visible layers will be merged to the layer currently selected, inheriting its resolution in the process. The thing to watch is you don't end up with too many triangles/polygons if you merge layers will large objects but low res to layers with high res. and really bog down the functioning of the program. You can minimize this merging the layers individually eg. "merge to" then deleting each layer once it is merged to keep the over all poly count as small as possible.
  20. Yes, I have had this happen some times on certain objects like this. The best way I have found to avoid this is to go to the UV room select the Islands/ polygons that I intend to paint, (arm polygons for you) select "hide" then "Inv Hidden". Go back to paint room, then only the polygons you have selected will be able to be painted on (in your case would be arm). Once painted selected "Unhide All" in the hide tab of the paint room or go back to UV rm. and select "Unhide All". and then the rest of your model will then be paint able.You may also be able to freeze the areas on the dress under the arm to stop any paint going on them.
  21. If you have an Obj. mesh that already conforms to the sculpture just go to the Retopo Tab choose import & and import your obj., line up the obj. with your sculpt and press enter. It will then ask if you would like to snap topology to surface, Choose yes or no depending on what you want.( try both to see which gives best results) and that"s it, the mesh will become a retopo group. Hope that helps.
  22. Wow! nice looking tools. Looking forward to having a go with those. Nice work Raul.
  23. Awesome, nice work Txterman. Thanks for sharing, your stuff is fantastic!
  24. Really liking LC. Pens do a fantastic job sculpting, especially using discreet dot option, its like merging objects to the surface only faster. I have noticed when using other pen options that the result most of the time, is like having strips on, yet I don't have it activated. I have tried varying the "refine steps" option but still the same. Am I missing something? Great work and Thank you Andrew & Sergyi.
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