Jump to content
3DCoat Forums

dfp123

Member
  • Posts

    14
  • Joined

  • Last visited

dfp123's Achievements

Newbie

Newbie (1/11)

0

Reputation

  1. Hi Javis, Thanks so much for the great videos. It is nice to see these things in action in the current version. A few tools I had no idea what they did. You had mentioned that you were working on a commercial tutorial that covers importing a pre-exisiting model into 3d-coat, paint textures, normals and displacements, and output the maps back into the 3d application. What is the ETA on this tutorial? I am very much looking forward to this. I have been having trouble knowing the best way to work on textures and displacements and get them out of 3dcoat. Thanks.
  2. By the way, fantastic job the the recent youtube videos. Great effort at explaining the 3dcoat process. These will be invaluable for new users. Thanks for the stellar work!
  3. Thanks for the movie link. After watching that I have another question: What is the best way to paint detailed displacements on a pre-existing model with uv's - importing into the retopo room then voxel room to work up displacements or working microvertex in the paint room? I am not looking to change my original model, just to generate a displacement map to apply for rendering in Softimage. I had been trying to use the applink for Softimage and I noticed that my texture size was locking me out of using 4096 texture map. So I tried using the "paint over the model with deep displacement" from the opening options screen. I select my .obj model and then changed these settings: millions of polygons: 10 carcass resolution: 677248 (the highest option) keep uvs Texture size: 4096 (I wasn't locked out now) With these settings I was getting a better level of detail than I was before. I am a bit confused which of those settings is giving me the increase in detail: millions of polygons, carcass resolution or texture size? How do each of these settings affect the setup for painting displacements with microvertex? What are usable parameters for these settings? For instance, is 10 way too high for the millions of polygons option? Does anyone know why the applink might be locking out my texture size, but not when manually importing my model? Even though I am getting better details with these settings, I haven't been able to export a workable displacement map. I was trying to use Textures>Export>Vector Displacement Map. Should I let 3dcoat fill in the empty space? Javis, looking forward to your tutorial. Might it be ready soon? Thanks.
  4. Hi, Are there any workflow videos to show the best way to import a model (low-medium poly) into 3dcoat for painting textures and displacement? The model has uv's. I am looking to export color maps and displacement maps for the model, to use in my 3d package (Softimage). I have been trying to import the model into Microvertex mode, but I am not getting any detail in my displacements. I am not sure what settings to change or how to increase the resolution of the model to get high detail displacements. I've been using the 4.12D beta. Thanks.
  5. I am glad to see discussions about unifying the 3dcoat naming conventions with a standard convention. It is definitely a stumbling block for new users. Recently, I needed to give an explanation about the 3dcoat workflow, what the difference is between the rooms and where to find essential commands ("Autopo") to a seasoned vfx pro. A few questions, I wasn't able to answer because the terminology and workflow is still a bit vague "carcass", "sculpt mode in the voxel room verses the sculpt room". I hope the new version of 3dcoat is geared toward creating an interface so that the new user has an easier time jumping right in. Also, what I think will be helpfull when v4 is released, that there are a series of video tutorials created that show the 3dcoat process (steps that need to be taken to create a model, retopology, uvs, painting and export) and gives an underlying explantion of the 3dcoat working philosophy (the difference between rooms, what processes are worked in which rooms, and the different sculpting methods). I loved Greg's rat videos, the ghost videos, Eric Kunzendorf's and The Candyfloss Kid's Vimeo videos, and there are a number of other really valuable tutorials. But there needs to be a comparable tutorial set available when v4 is released using v4, with links to them from most main pages. These videos, the standard naming conventions and the streamlined workspace will help get 3dcoat in more hands. I love this software and would love to see it get in more hands. These recent discussions are a positive step in the right direction. Thanks for all the dedication and hard work in making a GREAT product!
  6. Hi, The Candyfloss Kid has posted a number of informative 3d-coat tutorials which go over : Mesh resolution and voxel sculpting in 3D-Coat Low resolution form sketching in 3D-Coat 3D-Coat's Sculpting Brushes - A Quick Tour By Practical Function 3D-COAT PROXY MODE - MULTI RESOLUTION VOXEL SCULPTING They are well done and extremely informative. Helped gain a better understanding of many of the grey areas in 3d-coat. vimeo.com/candyflosskid/videos Great job Candyfloss. Thanks for taking the time to make these.
  7. The spiraling of loops in Autopo absolutely needs to be fixed. At first I thought it was something I did wrong (trying to nail down a proper workflow in 3DC is rather obscure). But after filling my character with endless guide loops and still getting spirals, and reading this thread, it appears to be a bug. I know there has been a lot of talk on the forums about 3DC branching off into new features, which look interesting, before the existing ones are working as they should; optimized and bug free. But 3DC really needs to clean up these areas immediately and get them working as they should, to speed up workflow rather than being a 'rather cool feature but not usable in production'. I love 3DC! I recently switched music composition software (yet again), this time to a big name, because of purchasing independent titles that couldn't do the things I needed. The bullet point features made these applications look perfect but when getting into actual production with them, they fell short through bugs or features not working entirely as expected. The last application, which seemed to have a rather healthy update and bug fix schedule, had actually halted any work on the main application to produce an ipad version. After about seven months with no appreciable attention or fixes I needed in sight, I was forced to switch applications. Now 3DC has no problems with attention and updates (the work being done on 3DC is staggering and unprecedented in the 3d graphics community). However, I don't want to see the things that have brought us to 3DC and/or kept us here, neglected for the addition of new features. I am still using 3.5.27 for fear that the application will become unstable in the areas I need to get work out. For instance, the Autopo spiraling loops and the inordinate time it takes for the fill tool to work in the Paint room are examples of tools left by the wayside for quite a while. But they need attention for others to fully embrace 3DC to be on par with or surpass the competion. I know these things have been talked about ad-nausem here in the forums, but I thought this was important enough for me to give my two cents. Thanks for all the hard work on the application and for hearing me out. Respectfully yours.
  8. Hi Greg, Thank you for the pirate tutorials. They are as stellar as the Rat from Scratch series. Are you planning to extend the series into painting and detail work? Thanks for the hard work. It is very beneficial to the community.
  9. Hi Chris (Taros), I am a Softimage user as well and I had a question for you. I have created a model in Voxels, Retopo'd it and sent it to MultiVertex where I then output the obj and associated maps. What are the best settings to get the best displacement maps out of 3dCoat and into XSI? What are your displacement settings for Depth, Normalization and extension? Do you use the Coarse (sharpen) mesh option? What does it do exactly? When you bring the maps into XSI, do you need to use a change range node to get proper displacements? I have been using 32bit exr's and zero black not normalized. But when I bring it into XSI (2011.5), the displacement looks way too intense. I tried it where zero is grey and used a change range node at -1 and 1 and got the same results. When I change the values to -.5 and .5 it looks better. Are there standard settings to use? I am using Mental Ray and 3Delight, same results. Thanks for any help you can give. Dan
  10. Your training looks interesting. Are there any samples to watch before purchasing? I went to your site but found none. I prefer to know what the product is like before purchasing. Thanks.
  11. Thanks so much Eric. These video are fantastic. You've already cleared up a few issues I was having. I am anxiously awaiting the UV, Texturing and Exporting videos. For me Christmas has come early. Greg's 'ghost' and your 'Jedidiah' videos are a great asset to the community. Thanks again.
  12. Hey Greg, I wanted to thank you for taking the time to make these tutorials.... er... shared learning experiences. I appreciate the time you put in and have enjoyed and learned much from them. It is nice to see a workflow from Voxels to Retopo to UV's and Painting for a single project. Nice work. I am definitely looking forward to the 7th movie.
×
×
  • Create New...