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lord_quas

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Posts posted by lord_quas

  1. 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.

     

     

    post-33183-0-12759900-1436963400_thumb.p

  2. 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

    post-33183-0-30211600-1436927336_thumb.p

    post-33183-0-29039600-1436927382_thumb.p

  3. 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.  

     

     

    Click on Transform tool and scale down i the Y axis. Also, with images, select "More Reply Options" next to "Post" and upload your screen capture.

     

     


    Example attached

    post-33183-0-83928900-1436454190_thumb.j

  4. 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

     

     

     

     

  5. 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

    CAMO2.png

     

    1400 Triangles

    lowpoly2.png

  6. Hey Carlosan can you repeat the question.

     

    Smartened it up in Marmoset and refined the render for my portfolio

    bipmatt.com

     

     

    Voxel/surface model, retopo, uv and normal map creation in 3D-Coat

    Texture substance in Substance Designer and render in Marmoset Toolbag. 

     

    2RENDER-lr.jpg

     

    BUT01-1-2.jpg

     

    BUT01-2-2.jpg

    • Like 2
  7. Taken me abit more time that i initially thought but I really polished it. Theres still a couple of things I want to go back and tweak.


    Voxel surface modelling  in 3D-COAT


    UV unwrapping                in 3D-COAT


    Normal map Painting       in 3D-COAT


    Texturing in Substance Designer


    Render in marmoset toolbag 2


     


    Screenshot+2014-03-05+21.42.38.png

     


    Screenshot+2014-03-05+21.56.47.png

     


    Screenshot+2014-03-05+21.44.03.png

     


    screenshot032.jpg

     


    screenshot030.jpg

     


    screenshot024.jpg

     


    screenshot018.jpg

     


    screenshot019.jpg

     


    screenshot020.jpg

     


    screenshot021.jpg

     


    screenshot027.jpg

    • Like 3
  8. Fair play, even if you just use 3D Coat for its uv and paint room and enjoy it.

     

    3d-Coats UV unwrapping and Retopology tools are what really impressed me the first time I used it after using programs such as Z-Brush and most recent Mudbox.

     

    Then I found the Paint room and that blew me away again and after that I found the Voxel and surface tools pretty damn versatile and on par with Mudbox. 

    the only thing I miss from mudbox is you could create details on layers within 1 mesh.  (But saying that it was so glitchy sometimes they would disappear or just fuckup).

     

    Its nice that people are recognizing the uv and paint room on its own merits aside from the sculpting.

     

    I actually enjoy uv unwrapping now, I never thought I would ever say that. lol

  9. wow, that 3d printed part looks great. Im still trying to find a 3D piece of mine that I want to use as my first printed job but I think im gonna try and get something printed this week after seeing that post. i know shapeways do reasonable costs but I might try and search a local company in Montreal. 

    The character at the top with the life preserver, how many separate pieces is that and whats the polycount?

     

    cheers Matt

  10. Hey esteemed creators,

     

    Ive just started on some new pieces so have some screen grabies and also had a question/observations. 

    My brief is to create a collection of gun pieces that can then be combined to create many guns.

     

     

    I learnt 2 new things whilst browsing video tutorials that im definitely gonna repeat in my tutorials.

     

    1. Reshaping mesh in surfaces mode with the MOVE tool and then hitting Enter rebuilds the mesh and polycount to adjust. which is good.

     

    But. Cutting a hard edge in surface mode never stays sharp as you are still required to hit enter and thus you loose it or you have to resample up and guess as best as you can. 

    biggest issue : When using Live Clay to make some high details, after hitting Enter they're lost and approximated.

     

    You cannot merge surface meshes together in Surface Mode unless you hit enter before hand to recompute the mesh.

     

     

    2. In Voxel mode you can use the proxy visualization to down res a model and perform a smooth at a lower level before returning to its actual resolution to make smoothing easier.

     

    3. Theres one last one, I love the clean mesh tool - effecting the detail amount dial and using reduce but mainly average is really helpful.

     

    ALLGUNS-COMBOblog.jpg

     

    Screenshot%202014-02-09%2022.24.55.png

     

    Screenshot%202014-02-09%2022.28.01.png

    post-33183-0-66197100-1392040987_thumb.p

    post-33183-0-81469600-1392040993_thumb.p

    post-33183-0-12033900-1392041245_thumb.j

    • Like 1
  11. Definitely easier the 2nd time I shot it and not being shy to do 2 or 3 takes.

    Its a good sense of accomplishment one I finished it and share it.

     

    Right going back - occasionally the sketch tool can glitch but switching to another voxel tool then coming back to the sketch tool will fix that.

    Once your back on the sketch tool you should be able to swap in the new stencils you want and hit Enter to commit the changes to the second object. 

    If you're still having issues hit me up on skype (using share screen) and I dont mind going through it with you  

    mistah_bipmatt

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