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Polygoon

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Everything posted by Polygoon

  1. That is pretty realistic work there artman. That's actually what does happen when you put weight on like that.
  2. I like the paint job, is this Ptex with use of a material or mask or something like that? It is an interesting creature.
  3. Man you really have done some awesome work. I can only hope some day I can do something as good
  4. Yeah! same here. Sculpting is something new to me and I am enjoying experimenting with it. The ways to manipulate it seem very diverse as you no doubt know, and the combinations seem endless. I do like you work, good work. Mr. Penokio looks like a fun character, if I may call him that.
  5. Naming them as they are in 3DCoat "Name_Diffuse" or "Name_Bump" Instead of how I had it "FurMaterial" I think did work I think. I still have the problem of the material deleting the models surface in voxel surface mode, and the depth is still backwards in Ptex. Thinking about this now, I think may be I have my bump map too dark. Perhaps too much of it is darker than 50% Gray. I will try lightening it up some and see how that works. And thank you for those materials. Aside form being excellent materials, they have given me some very useful info. I didn't realise you could use a normal map & displacement map instead of bump. Also I thought that 512 was the biggest size you could use. This has fixed my problem thank you. One thing that still puzzles me is how your materials show up on the whole screen and on the button with no alpha channel, yet mine without an alpha don't show over the screen and the button appears black. Here are my fur materials if you want to check them out; My link
  6. I have been trying to make a custom material by making a targa & a bmp. file replicating the way the ones are in 3DCoat with their channels etc. and I have made a bump map and saved it as bmp. of the texture also. When I click on the little folder button in the materials tab and the file loading box appears, I put the bmp. file in the "Depth texture" box & the targa in the "Color texture" and "Specular texture". When I press "ok" the button for the material appears all black & when using that material in the voxel surface mode it doesn't appear over the screen unless holding the right mouse button. Also when I use sft.clay option it either does nothing or it erases the model where I paint. I also tried the material in the paint room with Ptex. Again the texture doesn't show over the screen but it does work when painting on the model as you would expect, apart from the fact that using depth when you have the layer set to "add depth" it actually subtracts depth from any areas that you have already painted. I seem to missing something or have something set up wrong but I can't figure it out. Is there a tutorial for making materials etc. somebody could kindly point me in the direction of? Edit; Ok! so I have worked out how to get the picture on the button and over the whole screen. I didn't have the file's named correctly. I still have a problem with it erasing my model instead of leaving a texture. Using the other default textures that comes with 3DCoat there is no problem. Both files have a white alpha channel like those also, so????
  7. Ok! thanks for the input Calabi & Tony Nemo. I'll check out the Californian sea lion Cheers! Sam.
  8. Yeah! It is the same for SoftImage. They seem to be 15 to 20 times bigger. Personally I don't find it a problem with SI., but in blender parts of the model don't show, though they are still there.
  9. That looks pretty good as base to me. An interesting creature. I see the front 2 sets of feet have longer toes and a larger opposing digits, like this creature may sit up and use them for some sort of dexterous activity perhaps.
  10. This is sculpture of a New Zealand Sea lion, I used a side reference image only, as that was all that I could find. The shape from the side I am happy with, the front I am not so sure. I also want to put a fur texture on, but I'm not sure how to do it yet. I have been thinking of making a texture from a picture of my dogs fur which looks similar.
  11. Wow! that looks very real, excellent job.
  12. Excellent work Andrew and best wishes for success with your experiments. From the dedication you have shown I'm sure you will overcome anything that is possible.
  13. Yes, I also get a PtexPlane colour and a material colour. Same for specular and normal map. I guess the material files are the shader and the Ptex plane are the actual textures you have painted in Ptex. I don''t know I could be mistaken.
  14. Does the gizmo with all the transform tools appear? If so try scaling it up and zooming in. They do sometimes appear very small.
  15. That devious smile suggest that you may not be able to run away, even though he or she has very small legs. One wonders whether those appendage's reaching up over the shoulders can shoot out like a frogs tongue and snatch its unwary victim. Nice work!
  16. Hey nice sculpting! Where did you get the inspiration? To me it looks like something trawled up from the deep by a deep sea trawler, I like it.
  17. Nice work, looks very much like real in scale and proportion. I'm sure it will look very close to the real thing when you get all the details in Hi res. on.
  18. I agree with MaDDoX with UV system that 3DCoat has. I am just a hobbiest and don't have that much expierence with modeling and primarilly have used XSI.Mod tool before I had 3DCoat. I can do in minutes what it would take hours, sometimes days to do in Mod tool. I do like XSI's sub-projection ability and being able to manually adjust them though, and being able to symmetrieze models textures and all is also good for fitting in details. Bieng able to paint straight on to the model in 3D space is the best part for me though, rather than flicking backwards and forwards between programs and trying to match everything up. I am still getting to know 3DCoat as I have only been using it for a few weeks, the pop ups have been very helpful and so has the tutorials and info posted on the forums. I am realy starting like Ptex. and making organic type models with voxels is fantastic.
  19. Hi. As far as I can tell, if I am understanding what you are saying correctly and indeed How 3DCoat works correctly, the tools in the voxel room can't be used in the sculpt room because in the sculpt room your model is in mesh form. The voxel tools deal with voxel 3D volumes and not 2D polygon edges and vertex's. Personally I find the Sculpt room of most use in re-positioning seperate model elements in relation to each other. Also in touching up any little bits that are left out when quaudrangulating and merging for Ptex or Per-Pixel. For example here is a sculpture that was made with Voxel and then quadrangulated and merged for Ptex Here it is after it was quadrangulated and merged for Ptex in the Sculpt room. You see that the tip of the tongue & the fangs are missing So then in the sculpt room the mesh can be manipulated to bring the fine details back with the tools in the sculpt room. The Scult room tools are curtainlly not as accurated and don't give the same result as those in the Voxel room, it would be really good if they could and I agree it would really help the work flow. I'm not sure this would be possible though. I am happy the sculpt room is there and you can do something to touch up things though. Sorry for the big pictures, I haven't worked out how to do those little thumbs yet.
  20. Ok, thanks for the info. I think I have found a way to do some thing similar by doing the part I want in symmetry in a different group then making a symmetric copy.
  21. Is there a way to lock the work you have done without using symmetry, so then you can turn symmetry on and do some more re-topology without it making the work you did with out symmetry become symmetric. Like "freezing the operator stack" in SoftImage, for those that are familiar with XSI.
  22. Yes, I have experienced the vanishing work before also, upon opening a saved file. This was when I was experiencing a lot of "out of memory" crash's trying to merge several objects into Ptex. I have had bits missing also after quadrangulating, but adjusting the smoothing and poly count fixed that. In regards to the bridging, I have seen something similar to this before with anti aliasing in a game engine. Having no sampling got rid of these artifacts. I'm no programmer so it could be something quite unrelated.
  23. Hi all, I was making a curve in the Voxel room and noticed this little artifact appear, bridging between the points that were used to make the curve. Has anyone else experienced this before
  24. Thanks for the tip. I do already have a ready boost but its a DSE 4GB. I am currently using Vista 32 but soon wish to upgrade to win 7. I'll definitely be getting 1 of those you gave a thread for to go with it. Would there be any value, as far as performance goes, in using a 32gb or larger one?
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