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lord_quas's Achievements
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That did improve the result, its closer to Zbrush, but can we do better? This tech a few years ago just didnt exist and its a great auto retopo tool and still a very close mesh that resembles an ingame mesh but it there any other way i can get a closer result to the zbrush model or maybe even better? I want to retain the hard edges and closed loops around the main edges so I can collapse the edges after and clean it up.
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Yeah that fixed it, thankyou Taros!!!!!
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Hey guys, I seem to be having some real noob problems with the autopo tool from the sculpting room. I cant get any clean results. I can get it in zbrush but not coat. I have attached the mesh I made in modo that im just playing with so if anyone can give it a whirl and tell me how to get the same results in Coat I would be realllllly appreciative. thanks guys. p.s yes its a boring oven Adding curves doesn't seem to help either modo oven.obj
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Hey Tony, Scaling down is on the Y is available but if you try it its very unpredictable and doesn't scale down to 0 it actually fluctuates in either direction and is a science to get it to flatten them out. I would like something easier to use and more accurate like in 3D max. Example attached
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I would like to request a Alight horizontally selected verts in a uv. Please see image JPEG LINK
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I really need a work around for this bug, Its causing me porblenms in the studio. I have another example at work that I need to modify an external normal map on the model. How far are we away from a fix on this? If there is no current fix yet or work around, can we increase the severity of the mantis bug to high from minor? Thanks
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Hey guys, We have 3D-Coat at work now and im blocked on a asset im creating so wonder if you can help. Steps: 1. import normal map into 3d-coat 2. Attempt to use erase tool with normal map setting and use brush on 100% on model Result: Nothing happens or a very light effect, not 100% erasing. Expected: Using the erase tool deletes all under the brush when passed over the model. If I create a new layer and paint with normal then use the erase tool it works correctly. Thanks Matt
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For my most recent hard poly modelling its been: 3dMax (low poly, crease the lines, duplicate then turbo smooth then export high res) 3D-Coat (on turbo smooth results bring in as surface and use live clay with the Curve tools to put in lines and details) and paint a id map Substance Designer (create a base coat of metal and scratches with the filters) 3D-Coat Use the PBR effects to paint damage or wear Create low poly retopo in Max and import as retopo in 3D-coat then bake all (the only software package I know that transfers all maps to another model(inc roughness and metal) with different UV's) Im still happy with its results. Also got my company to buy 2 floating licenses. 8900 Triangles 1400 Triangles
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Tell me if this is already available but I would like the ability to move the verts of the retopo mesh whilst im in the quad mode creating polys. This is so I wouldnt have to change tool to the SELECT tool to select a vert and move it. It would really speed up my time. Thankyou
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Hey Malo, I saw the Gallery was empty in Substance painter so I thought I would take its first spot. Ive been playing with Substance designer alot and bought Painter as a indie package. The only thing I did in Painter was use a really good scales brush after that I left and went back into 3D-Coat and did all the normal map detailing and texture painting in 3D-Coat. I need to make myself a scales brush for 3D-Coat next. there are some nice particle brushes in sPainter, but I still do all more organic texturing in 3D-Coat like crevice painting to get the final texture. SP is still really indevelopment but. Is there a way in 3D-Coat to make seamless textures inside the program without going into PShop?