Jump to content
3DCoat Forums

blade33ru

Advanced Member
  • Posts

    132
  • Joined

  • Last visited

Everything posted by blade33ru

  1. im working on an character with several hundred volumes. its becoming a huge pain in the behind to select the parts. I know i can touch ´H´ to select, but many times (always) it would be useful to scroll to the correct position in the voxtree at the same time. in maya, i touch F and i scroll right to the correct object in the outliner. is there an equivalent in 3d coat?
  2. going to fix the stomach this week.. maybe some work on the visor then start texturing...hope the PBR comes out soon
  3. latest updates..redone legs and feet and some other tweaks. still a bit soft and clay looking...want to switch to surface mode soon and start tightening it up and detailing
  4. bit of mateirals and lighting 2.0
  5. hehe i guess. but on the other hand I have to start being more creative. the world doesnt need any more space marine/ armoured characters ...maybe it would be funny if he was made of wood
  6. WIP ...COMMENTS MORE HAN WELCOME
  7. can someone point me to the location for latest version of fserver please
  8. actually thats good enough as it is..thanks....hadnt seen it becuase it was under voxel menu and i was looking for surface ops
  9. is there a way to auto decimate objects. i have a scene with about 200 object and i cant imagine painting decimation on them and waiting for retopo will be a nightmare too. i lose too much detail merging them and my machine hangs if i just try to export them as a mega obj. ideally you could decimate while maintaining important edge detail then export..i guess this si kind of like decimation master idea ...does that exist in The Coat
  10. oops wrong forum..i had several open...can someone move this
  11. masking which is hugely usefuly for workflow is available in zbrush and mari. masking by smoothness, by cavity, by normal, by AO, by depth/worldpass(x,y,z). we have very limited masking toolset unless im missing something. also i realize we have proxy mode which is excellent but in mudbox ive found using layers is essential for my workflow - for example adding noise to the whole mesh then layer masking it down only to areas i want...zbrush does this with layers and morph targets. a lot of useful things can be done with these tools which we do not currently have maybe it could be used only in surface mode where it is more interactive
  12. ive used a lot of mudbox and got used to the idea of being able to sculpt on layers and use layer masks between each sculpt layer. would be great in 3DC. might get kind of cluttered with vox layers then per vox layer sculpt layers but it works pretty well in the other product
  13. thanks for the nice comments. i have to say 3d coat made it pretty easy to model except that I had no real design concept and i didnt know the tools very well. 3d coat has a boat load of tools to make this kind of work easy and i keep discovering more. im kind of done with this now but im thinking maybe ill try some kind of vehicle next when i get some free time. what i love about 3d coat is that its very intuitive. in some other applications, i always forget what button does what and i never get anything done...... everytime i had an idea with this model there was a tool to do what i wanted - amazing!
  14. im using this as a way of really learning the tools. think i need more of a concept before i begin modelling but overal im happy with the progress i had would never have textured this ive i didnt have voxel texturing. halleluyah u can see the first image the details were all blurry and i realized i needed to go back and truly define to make it better. that worked but i was kind of making up the design as i was going along. 3dcoat easily best modeller on the market now i think
  15. is there a vector displacement brush in 3d coat or some way to sculpt overhangs. I use this ALL the time in Mudbox and consider it a total winner of a tool. every time you cut into the mesh you get curvature for free..perfect for so many body parts
  16. help! im working on an armoured character and im using split, cutoff and plane and hide extensively. however im working in symmetry and alot of times i would like to scale each piece of arm armour for example but the scale gizmo on transform tool is located in the center of the symmetrical object rather than in the center of the left or right object. center in local space is what i want.. thats perfect but when working on armour which is one voxlayer but 2 physical objects on the same layer (one on the left arm and one on the right arm), center in local space centers in the between my 2 pieces of armour. when what i want is them both to scale in their local space the move tool almost works but its a brush and i want to work symmetrically with voxel chunks in the same layer is there a way to tweak this without separating or losing the symmetry.
  17. love the cutoff tool and like the idea of the depth limit but i find the depth limit difficult to understand. if you use a simple cube or sphere it works quite intuitively.dial in 2 and you get a small indent, dial in 30 you get a deep indent. Great! However, if you make a thick voxlayer off of a human body then try to use it then you have to start scaling the depth limit to .005 and even then it sometimes goes all the way through the mesh. i expermented a bit and it seems to take an average depth of what is under the cursor. IM using the rectangle brush and if i start completely outside the mesh the average depth gets lowered. I i start with the mouse over the mesh, the average depth is higher and i get a deeper cut. but having to change the scale so much makes i less useful and not intuitive. so i end up not using this tool. am I missing some vital information to make it work more simply?
  18. im doing a sequence of sportwear for PUMA and all the items have the puma logo. as it is i dont htink its possible to copy and past retop features or to scale and rotate them or translate them into position. u can move a bit with brush tool but u often get distortion. so as it is i have to recreate the puma logo on every surface over and over again...would be much better obviously with copy and paste and scale and rotate so i can have same topology on sleeve as on shirt...would be cool to have the axial tool in here too to create patterns right on the surface... edit< being able to do text with fonts would be good too. im doing football shirts and having to draw our the names of each player in retopo...yuck regards
  19. i think its really important to be able to shift snap camera rotations in all rooms. in maya when i shift rotate i am assure my object will rotate exactly Y up as i paint patterns around it
  20. im aware of spinning round last point clicked and generally the controls are good. however imagine i have a cylinder and want to paint a pattern round the bottom of the cylinder. i need to paint and spin the cylinder with the cylinder always at y axis up perfectly in order not to ruin the pàttern. the pattern isnt random so i need fine positioning my object is actually more complex than a cylinder so being able to say front, back , left , right etc..isnt good enough. my work around for now is to lay out the UVs perfectly and export to photoshop...but that still kind of sucks when all i need is a snap of camera axis as I use every day in maya
  21. sorry i didnt mean snap object rotation i meant snap camera rotation. its a nightmare in paint room without being able to snap camera rotation to a specific axis
  22. is it possible to snap rotation of my object as i rotate round my object painting texture i always fall off axis. im using the f shortcut and camerra pivots to try and help but what id like is to add shift key like in maya to lock my rotation to the original axis. driving me nuts having to eyeball it
×
×
  • Create New...