Jump to content
3DCoat Forums

blade33ru

Advanced Member
  • Posts

    132
  • Joined

  • Last visited

Everything posted by blade33ru

  1. u ever find a solution for this final question?
  2. dunno what the hell that is...i saw it in another reference foto and figured id add it in...maybe its another camera?
  3. yeah i think its suffering from my discovery of the dirt surface material lol...plus its so slow now i cant work interactively in render so i guess ill have to retopo. the habitat will be fukushima, the robots there are kind of similar to this. ive been thinking about a series of robots who get get progressively sicker looking, but im not very good with characterization so..well see how far i get curve tool on the tracks with a modified square as the base form,,,very easy to create and symmetried instances for everything to make it easy...i was worried about the tracks and ended up doing them in like 5 minutes..also i discovered radial symmetry works with the primitive tool for the wheel insets...amazing! thanks for the crits
  4. thoughts, suggestions? ...im poly painting this and its getting real slow...so... would be nice to have contact shadows or matte shadow material..maybe build out the environment a bit and obfuscate the message a bit..add detail to the textuires i suppose with decals etc
  5. and you can merge paint layers as you go..which is less convenient but gives you virtually unlimited layers
  6. also instead of making the loops round the outer part of the cooking rings as u did in your first exampl, try making it on the top surface of the cooking ring. use control drag to get easier curve control. u often get better circular retopo by specifically defining the circle on top, uu can try leaving the stroke edge loops you already have established, but often its too much information and u get a screwy result
  7. also u can still add in a few strokes to help the solution. zbrush is a far faster and more accurate algorithm so i sometimes opt to just export the hierarchy as a scene and autopo there ...but again i havent tried the new stuff yet ...i think the programmer is well aware of the differences
  8. i believe they have just finished a round of retopo improvements in the latest betas, the results look way better but i havent tried it yet myself.
  9. try using the voxelize before quadrangulation option in the dialogue and drop it down to like 50,000 total this often gives decent results and then try the hard surface option by itself without curves drawn. from time to time both can get better results. Generally I think zbrush gets more predictably good and faster results, but 3d coat can often do as well but u have to really learn the differences between those options
  10. i think you mean vox extrude. i quite like the look of cutoff because its create cuts parallel with the screen. anyway i found a solution. what i was actually trying to do is create arrays of cuts thru an object which was impossible. but now im just using a stencil with a square shape tiled. if u just use one cut the stencil takes care of the array and all the depths are equal. for my purposes its enough. would still be good to have a definable depth with a number which means something globally
  11. all good thanks for the effort
  12. which option does this? ive been playing around for half an hour with the preferences and no luck. if i turn off remember brush/strip and remember own brush i still have to adjust my rotation amplitude and jitter position every time I change the alpha. am i missing something? what i want is to make a jitter position and jitter amplitude and spacing then freely change alphas without chaning my brush settings every 5 minutes
  13. all the brush options seem to be turned on on a per alpha basis which is pretty felixible except when u like you the brush options and you have to recreate them every time u change alpha. is there a way of just keeping the same brush options as i switch from alpha to alpha?
  14. totally awesome man...i learned a bit from that and i thought i knew that tool lol...still a lot of the paint tools need to be ported over to voxels. that one would be good and also the masking tools like concave and convex. still never used my own patterns in gradient tool - very nice and fills the gap thanks
  15. is there a way in Coat to tile teh alpha like the HIGHLY useful tool in zbrush --https://youtu.be/-V0tIbbQyXM?t=28
  16. depth limit could be really powerful but its only predictable if you work in an orthographic viewport. if you are working on cutting out pieces of a sphere using a rectangle stroke mode, each stoke gets completely different depth. wouldn´t it be good to have an option working off of screen coordinates rather than the normal of the mesh (i guess) so its possible to get a consistent cut through the model which is always at the same depth as long as i don´t change camera position?
  17. also border width has a pronounced effect on perceived bevel
  18. this should be automatic like panel loops. theres a bunch of people on youtube painting these bevels like that would be fun...NOT the only somwhat automatic way ive found to do this is to use Hide instead of split to create my panels depending on what type of detail it is. the hide tool has options to define a bevel type. when you unhide you get a cool result which might be similar to what you want and is pretty automatic there may be a bug in the hide process in that you have to delete hidden frequently and it doesnt get deleted which is very annoying...anyone got ideas for that?
  19. heres the list as i see it retopo groups (hierarchical like vox layers might be cool) addition of H shortcut key to select the retopo mesh this would auto select retopo layers/groups, viewport retopo and uvs simultaeously lose the drop down list of UVsets and put it into a proper interface so we can scroll up and down. I often lose focus on the menu and it vanishes and I have to start all over again. Really annoying. Auto renaming system which renames UVS to same name as retopo or to same name as voxels or to paint objects and vice versa Multi select of retopo layers/groups multi select of UV sets
  20. i have to say i think one of the best things about 3d coat is the extensive video library available on youtube. It covers just about every feature and has been a great resource in learning the program
  21. yeah i found a script to move all the uvs onto a single uv map and that made it a bit easier to clean it up as you described with retopo grouped together. this seems like a reasonable enough work around. still would be nice to have a more robust interface to manage this stuff better and not be limited
  22. thank you for those useful suggestions. i will try them out and see how it goes. meanwhile, check this out...its called a middle of the road model -- 500 2k textures is considered middle of the road... now i dont work at WETA but i want to create work at this level and right now the bottle neck is getting everything out of the retopo room. to be honest its a nightmare...just figuring out which uv set goes with which retopo object...omg while i hear and appreciate what you are saying about combining the retopo layers into limbs and maybe i will have to do that to save my sanity i just find that disogranized would be better to have groups of retopo and groups of uvs too and that uv drop down needs to be reimagined because it is very difficult to select stuff once it goes off screen at the bottom and there needs to be a way to auto sync this stuff it is a lot of information to manage - voxel layers, retopo layers, uv layers, paint object layers and keeping everything in sync is not fun....but at least in voxels we have hierarchy I think zbrush is weak in this area also although i suppose uvmaster and subtool masters attempt to help with this alot of people seem to think Maris killer feature is information management. PBR materials are sexy and appreciated but information management dev would really help separate 3d coat from the pack
  23. i mentioned this previously i think vis a vis retopo issues but im doing a robot character with a hundred pieces or so. now i am at the process of unwrapping its a bit of a nightmare. I want a 2-4k map for every piece of the model which means named uv sets for each one. what needs to happen is the when u select the Uvs it simultaneously selects the retopo object and vice versa or have that be an option. im spending A LOT of time trying to track down the correct UVs for the correct retopo. Granted my naming conventions sucks/ non existant, but this should be way easier. the process generally is very stable and good but there are A LOT of button clicks. A macro recorder would be very very useful / essential to maintain sanity
  24. hey just in case u missed it i just noticed today if you use the select tool in edge mode it opens up a bunch of other options including extrude edge, bevel edge split edge and others which are pure gold of course for this thread, extrude edge was a total surprise and amazing
  25. make sure you've got the underlying voxel turned on..seems like 3d coat often uses that as a reference surface. also...ive found that symmetry tends to work from left to right...or right to left maybe too. my main point being that once the direction of mirroring is established it seems to want to go in that direction. i dunno how that works but i often find that symmetry from left to right is great but right to left deletes both...of course i usually delete one of my voxels sides before going to retopo so that may have a bearing on the retopo success would be good if the help was more detailed in this area
×
×
  • Create New...