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blade33ru

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Everything posted by blade33ru

  1. getting difficult to select and organize in retopo room...we should have an 'H' selection option and groups as in paint room also would be good to have total and per object poly counts
  2. ok it seems like retopo all layers has some success but the workflow for layer by layer seems odd unless im missing something
  3. Im doing a robot retopo with about 200 parts. Ive simplifying by cutting the voxels in half with the plan to duplicate in the retopo room. this worked very well, however I wanst real strict with how I did it and some of the objects are on the right side of the character and others on the left. In voxels I can switch the copy symmetry by brushing on the preffered side, but this doesnt apply in the retopo room How can i switch the preferred target side in retopo symmetry?
  4. great. do i have to move each edge up seprately or can I move as a loop? right now it looks like edge by edge ahh never mind found it!! that works pretty nice. thanks
  5. im doing autopo on some mechanical parts which gives me reasonably acceptable results. but some parts would be nice to rebuild manually but my autopo has quite high resolution and the prospect of rebuilding the bad parts is daunting. is there a function for manual retopo where i can select an edge loop and extrude all the edges simultaneously along a surface. this is possible with maya modelling toolkit and is a real life saver, but im trying to move all my modelling out of maya. i dont think this is possible in 3d coat, so i offer it as a suggestion
  6. hey I did a video series for Udemy recently - cheap version here - https://www.udemy.com/3d-coat-robots/?couponCode=robotsRus Its not real comprehensive but focuses on a small group of tools.
  7. oh i found the solution for this....ill post for other people who might have same problem. i was cloning from the vox tree. its much better to clone from the instancer tool which has way more options including uninstancing and cloning symmettrically. Its super powerful and and answer to my dreams in this area
  8. i made on finger out of a bunch of objects then cloned it out to the whole hand and now i want to symmetry it over. the only problem is every object is one its own local symmetry now and the to global space option seems to be offset from actual global space when i initiate it. is there a way to uninstance an object or un clone them so they are independent. im thinking the problem likes in the original space they were created in and if i could eliminate that maybe i could copy the whole hand over
  9. ok ill look into that. the file is at school so i wont know till wednesday. must be something like that and i was having trouble with knowing what was what with retopo and uvs
  10. neither im using the merge tool with the on pen option . the idea would be do quickly add some details but they are almost never aligned as needed and could use a few degrees here and there to make them line up as i need with the selected surface... so i move over to tweak yaw, pitch and roll but the pen goes with me and i can no longer see the orientation on the mesh . so its really impossible to get the desired orientarion...i know i could use it on the transform do get precise positioning but its not so interactive
  11. oh man thats a really useful technique thanks for posting. im at the stage where ive just been modelling really and starting to get serious about producing production level assets out of it si i havent done too much on the UV side. at the moment im autotoping cutting some uvs often with various uv sets and baking out ....but i'd found it kind of messy. i think this video addresses the main problem im interested also in batch decimation...i notice theres a way to write scripts but has anyone tried that already? basically just crank through the tree decimating at a specified percentage and moving the objects into a new parent where it is easy to export the scene
  12. i love that H select shortcut. unfortunately i still have to find the object often in the vox tree. would be so cool if it auto scrolled to the object or , like maya, let me use another shortcut to initiate the scroll to the selected object. or does that functionality already exist?
  13. im glad to hear hes revisited it. at the moment im decimating and exporting scenes to zbrush because they really improved the autotopo there in the last revision or 2. its very very precise and super fast without guides. plus it can handle super high polycounts. sometimes 3d coat crashes with high polycounts outside of the voxel room. high polys in retopo or UVs often crash for me
  14. FYI ive found in autotopo if you raise the value where it says decimate model till getting desirable polycount to about 80.000 i get a much better solution on complex models
  15. im trying to do retopo for characters with several hundred vox layers at the moment my process is autotopo to topo room then Uv and bake to paint room. but before painting i go back to voxels and do the next part. Am i correct in thinking that after each UV session i need to delete the object form the retopo group? it seems to me that when i bring in the next object that if i try to do UV layour 3d coat wants to layout both objects together on the same texture space. Would be nice to have the option to layout one at a time and still have the groups present in retopo room without deleteing just in case
  16. i am aware that you need to fix the symmetry. im pretty sure i did that. because when i went to the topo room i only had one half of themodel and i fixed the symmetry to actually make the scond side show up before i went to paint. i dont know if thats actually the recommended process. but on these robot models im doing i often have hundreds of layers. so before i do retopo i cuttoff the left side to make autotopo easier and faster, then after i do UVs on that single side i fix symmettry then go to paint room. it usually works out ok but on this piece it went slightly haywire.
  17. what i did was cutoff the voxel version on left before i did autotopo. then in the topo room i did UVS on the right side then symmetried over then baked out to paint. so the right side works fine and the left side doesnt which is odd since its supposedly the same mesh. at one point i had an error because the left side didnt have a corresponding voxel version to bake out information because i had cut it off. so i did symmetry copy in voxel room and eliminated the error in retopo bake . i was sure that had been the problem then i rebaked and BAM...same thing...bummer
  18. no matter what i try this export from retopo to paint comes in with a missing section which i cannot paint. any ideas what might be the problem.
  19. hi im playing with merge without voxelization as a way of quickly adding details. works great except for a couple of things. 1. the yaw, pitch and roll controlls ...when u need to change them the mouse leaves the surface and you can no longer see how the shape is oriented with regards to the underlying surface...which makes it slightly annoying. is there a way of changing these properties interactively ? 2. when i drag a stroke the distance between the objects is interpolated by the speed of the stroke. spacing options dont seem to affect merge, only alpha properties. id like to be able to drag a strole of equally separated object - great for details. tanks for any help
  20. blade33ru

    FROGMAN

    From the album: republicofSirius

    A simple robot character
  21. blade33ru

    republicofSirius

    various works
  22. basically the same thing but the lighting balance is better. im done with this now, just wanted to leave a better version. i need to start adding serously more texture details to raise the level up but im lazy. thnx for the likes
  23. couple of renders and photoshopped
  24. jusr practicing and fiinding new techniques....moving very fast with these ..4 or 5 hours each
  25. Had to move to Z brush ..got very very slow..file size a gig and a half and was using 5 gigs of memory which just kept going up as I started polypainting. too bad..it was looking good but started ahnging after every stroke. this was on my school computer so not very high end grfx I just learned Z brush a few months ago and its way faster for autoretopo...its total crap for modelling splits and booleans like this..3d coat is king....f. but Z also has performance advantages would be nice if I could work with this model in surface mode in 3d coat like this and cntrl D to up the res and keep sculpting details and polypaint wihtout losing the autoretopo not sure if ill come back to 3d coat on this model. Z has some nice masking and deformation tools which might help me finish. i learned alot on this model tho.
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