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blade33ru

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Everything posted by blade33ru

  1. If any of you guys are interested here is the new tutorial https://gumroad.com/products/kURZs
  2. hay thanks. im working on a new one right now for 3d coat. probably publish it in the next week
  3. haha thats pretty funny. thanks Udemy for undercutting my great idea lol. I would suggest using the udemy price then S.
  4. Hi everyone. I have 3 video series on Udemy.com. All at half price thru end of January. They have about 950 total students and out of 80 reviews I have an average 4.5 out of 5 stars. I'm quite proud of that rating. I taught Coat for the last 4 or so in my classes at an art school where I direct the animation program. I love this program - the biggest secret in 3D lol. Here are the links and coupon codes if you're interested. Peace. Scott Coupon Code: SCULPT2017 https://www.udemy.com/3dcoatquickstart/ Coupon Code: RETOPO2017 https://www.udemy.com/retopology/ Coupon Code: HARD2017 https://www.udemy.com/3d-coat-robots/
  5. cant load it in the plugin manager. would be nice to have working obviously
  6. yeah that helps a bit, but it would be better if it had an option to not boolean so you didnt have to finesse the forms so much
  7. NO, that shows the basic curves working in voxel mode. What im talking about is having a piece with specific topology -such as a retopo object-into the spline then pressing enter when the vox tree layer is in surface mode. this would allow you for example to create tank tracks with perfect topology. try it now and 3d coat attempts to boolean all the individual spline objects together and it fails so you have to use voxels and lose the excellent topology. If it had an option to not boolean the individual repated objects of the new spline when the vox layer is in surface mode it would be way way more useful
  8. Is there a way to turn off automatic booleaning of curve splines using surfaces. It would be nice to create tank tracks for example using low poly techniques, import a single piece then propogate it using the curve tool. However 3d coat always wants to boolean the shapes together and it always fails. Wouldnt it be nice to just have an option to let the meshes overlap and the tools would become very useful
  9. .. im talking about a transparent shadow shader. i want to be able to have a shadow fall onto my hdri backgrounds without seeing any cubes or planes. ideal workflow would be to add a plane then add a shader like Mayas use background shader so i can get shadows seeming to appear right over the backdrop
  10. Anyone figure a way out of getting simple ground shadow in render room. this is something zbrush does nicely but i cant find in Coat. Needs to be implemented to get a half decent render without compositing in photoshop
  11. I have a model exported form retopo at low res which i have fully textured with 20 layers or so. Now i have another paint object, the same model with same UVs exported with extra subdivisions into the painr room. How can i get it to pick up the textures which already exist. trip importing and exporting textures but seems to apply to the original model. i delete original model and still no love. help!
  12. ok im trying to mirror an object but its gets real crappy fast. heres my workflow 1 object which is actually 2 eyes which arent lined up properly. turn off symmetry, cuttoff one eye. use tranform tool to scale on y and deform, then i use to uniform space to supposedly freeze transformations then use to ''global space'' option but they symmetry is still local and way off the object is not correctly aligned and the symmetry plane is way off angle and not correct is there a way to freeze transformations to force the symmetry plane to stop picking up this stuff. i need simple clean symmetry
  13. Thanks for that clear explanation! Would be nice to have per layer settings but this will work for now
  14. mmmm ok but its not really clear how to differentiate between displacement maps and normal maps because you turn them on with the same button. I like to use displacement for big details and normals for small details but it seems like everything gets displaced when i turn on the depth sphere. how do I elect normals or displacment? edit/// ok looks like i can turn it on with the show displaced mesh option in the view menu. but thats a global control. what if i want 1 layer for displacement and another for normals. not possible i dont think
  15. MY new favorite technique is painting displacement maps in the paint room. would be nice to paint normal maps directly in there too. is that possible?
  16. In the Uv drop down there is a delete unused UV function which is very useful. Is there anythign similar for retopo. I know I can select and move the polygons to another group then manually delete, but If i have 30 or more retopo groups it can be annoying to have to delete manually
  17. duplicating a post here just so the information is available for anyone trying to manage retopo room totally awesome. thanks whoever made these https://github.com/c...e/master/retopo
  18. sorry to revive this thread, but these scripts are pure gold for retopo room in terms of just managing the retopo groups so you can turn them all off and isolate what your working on easily\ totally awesome. thanks whoever made these https://github.com/coverman03/3dcoat_script/tree/master/retopo
  19. heres one piece..doesnt look that difficult...but that thin section was a nightmare to do. i previously did a hybrid auto and manual retopo job the auto was good for the top and bottom parts but horrible on the middle part. it took me an hour to figure out the solution of joining them both together with differing poly counts and get it looking ok. this is way better and took 2 minutes. afterwards i went through some of the other parts i had done which had been difficult and the new algorithm cleaned them up in minutes. really astonishing and much better speed
  20. just want to say that the new autotopo is AMAZING..hugely improved. i had several pieces of geometry which were a NIGHTMARE to retopo manually or automatic...and the new algorithm solved them all without curves...very impressive. thanks
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