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robotbob

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Everything posted by robotbob

  1. Hi there Hi there, character designer and modeler required for a deeply detailed robot character. Remote locations is OK. For face detail think Bumblebee so its for experienced designers only. Please send examples of your hard surface work, availability and location to hello@studiolocal.tv and please put CHARACTER DESIGNER in the subject. Would be good to know if you prefer to work from our concept drawings, as opposed to jumping into sculpt and designing as you go. Thanks ! Bob
  2. Hi there We've been busy for months working around 'normal' work to make a film. Its about a grown man, his imaginary friend ( a robot ) and his mum. Obviously the robot is a bit of a challenge, As he is a product of a human dysfunction its important that his movements and performance is very Human. To achieve this we are shooting our own mo-cap on our stage here at studio local. The surfaces and most UV's were painted in coat, rendered in Vray. anyway here are some animation tests. These tests are shot in our studio, not on location. tracked test https://vimeo.com/72311906 process vid https://vimeo.com/72613916 We hope you like it and we'll try and keep this thread updated cheers p
  3. thanks - i am using vray for c4d, but we run maya vray also. regarding a curvature shader - something like the iron man clip in the following link would be a great time saver http://www.artonbit.com/cinema4d-corner/cine-tools/item/130-real-curvature-shader
  4. hi there. I am working on some robot surfaces. 3D coat is doing a wonderful job giving me the elements i need to build great vray shaders. one thing that is taking me a very long time is the edges. Manually painting the masks to remove paint and rust from all metal edges is taking a very long time using brushes and curve tool. does anyone have any tips for this ? It would be SO great if 3dcoat had a curvature shader to target these areas. Am i missing something ? thanks
  5. bug in paintroom. pls follow these steps use bucket tool. add custom . . load a texture in the colour channel change from cubic to UV mapping fill is 100% black.
  6. I just tried the new baking engine. I tried baking details from one mesh to another and it works very well - thanks !. Question - since PP painting has a new deep displacement will this be built into the baking engine so that we can extract displacement as well as normals ? cheers
  7. bug in mac 13a, these are the steps. • go to paint room - load a model • select a projection image • bug = you cant reduce the opacity below 100 % so you cant see your model sorry i cant see how to upload a screenshot.
  8. i like what eric suggests as well - very intuitive, but whats the albedo channel all about ? i did a search in the manual but found nothing . . .
  9. the thing i really like about the potential of cuda is a much cheaper upgrade cycle for my hardware. i can upgrade my video card instead of my CPU to get a much faster machine - for the software that uses cuda. that can be much much cheaper overall. that and the recent awful flickering ATI drivers make nvida a better choice anyway. adobe has embraced cuda and i use their products every single day and thats why i am mostly interested in this. still a while to wait - april / may so i guess we will know if these numbers are real as its not official.
  10. hey there first of all i am poly painting voxels for the first time today and i love it sorry if the information is in the thread somewhere but i spent some time reading thru everything and i couldn't find it 1/ if i poly paint on voxels whats the best way to export the result on a manual retopo mesh ? i tried this from the retopo room using merge with PP but it just pulled the voxel shader for the baking process not the polypaint 2/ merge into scene with MV from the retopo room seems to bake the polypaint more or less as expected - so what are you guys using to bake ? 3/ if baking from the retopo room is not ready yet how do we best get the painted model out of 3dc - can i get a quick how to from someone ? thanks for your time p
  11. i am hoping these numbers actually happen but cuda definitely rocks.
  12. a friend showed me this today and i thought some here might like to see what the new kepler cards might get up too, especially with cuda. http://extrahardware.cnews.cz/files/images/novinky/2012/01leden/lf/chiphell-kepler.png
  13. andrew, if you need any other vertex based normal and displacement passes combined on an obj for your studys let me know - i can provide one for you
  14. how long would it take to implement the ability to save all options relating to a brush, to a brush library ? this would be beyond huge.
  15. watch out if you are using exr's as there seems to be a gamma shift bug which may be part of your problem - use tiffs
  16. well deserved - congratulations http://cgawards.3dworldmag.com/
  17. three points really . . 1/ i agree the program runs well enough for me to enjoy using it most of the time, apart from having to force quit my machine ( not just the program but the machine - and this gets tiring losing unsaved work ) 2 / i believe its pointless to stake an opinion about one operating system being better than another for 3d apps when 3D coat is sold as a mac version at the same price, - if 3dc decided to stop selling a mac version i would accept that and move on, but if they continue to sell it, and the mac version lags far behind the PC version i think its fair to courteously ask questions about this from time to time. Ultimately mac users should not just be told to feel lucky to be here, which seems the attitude sometimes. However I don't see a reason to feel overly hard done by - I think apart from an infant and problematic mac 64 bit, no cuda and a slower update cycle ( mac is still not to 21 but this is a 3dc bonus anyhow ) we share the same bugs more or less than our PC friends. 3/ brad peebler ( modo ) has gone on record saying that the dev tools for the mac have come along hugely to be equal if not better than the PC equivalent so perhaps bagging the apple dev tools is a lazy statement to disguise other problems in saying all that i am really happy overall to have picked 3DC over zbrush to learn sculpting, its a great program that works for me most of the time, but i do encourage accountability and encourage it to be better.
  18. yes i agree on this also - i recently spent a day trying to bake my voxel details as a displacement map to the paint room, PP cant bake displacement - i wonder why ? can that be solved ? because that would be huge. MV can but i could not get a working model out. It crashed alot and nothing usable was in my hands after a day. Sure I am first to admit i am a new user , the cavity map was of course a bug, but my baking problems i cant be sure if that was user error or not but PP seems the stronger paint method and i just wish it could bake displacement.
  19. i agree with geothefaust - i am a new user and its difficult to know what is bug and what is limitation sometimes as i dont really know if something used to work better. great news that i have noticed cavity painting has finally been fixed. that one was a big one for me. hopefully that one is included in the next update.
  20. thanks for your reply michalis yes i have cleaned it the mesh from ngons, only 8 tris - i laid out the UVs but i cant export to MV. it just deposits that little mess of polygons at 0, 0 ,0 and hangs the software with an octlink progress bar that never moves . . frustrating . . . what do you normally use ? PP or MV ? i really need the displacement of my sculpt in this one. p
  21. i just tried autopo to MV and it crashed my 32 bit mac system - tried it with 64 and it did not crash which is great ( still annoying that all voxel layers turn on ) but i only get this tiny mess. i think its because of 6 n gons in the mesh ? thanks for looking
  22. thanks for your reply i do appreciate it. sadly i think MV works only with quads. do you know if this is a permanent limitation or something that might be implemented ?
  23. hey there i am sorry if this is a basic question and the answer is obvious but i cant see how to export the displacement map from my voxel sculpt into the paint room, after reading the manual i think it says that this is only possible with microvertex painting ? can anybody confirm or deny ? if it is possible with per pixel could you tell me where to find that option. thanks for your time rb
  24. thanks for the 64 bit update. sadly i wont be able to do any real work with it for a few more days at least, however i did streak through to check the wacom tablet ( as that was mentioned ) and for a 2 minute test, it worked well. thanks again for this update
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