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Garagarape

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Posts posted by Garagarape

  1. Thank you Michalis.

    As I don't know much about arranging pictures in Photoshop,

    I can't ask precisely about something.

    I usually use blur and sharpen on different layers to increase

    the perspective effect, or slightly move blue, green or red channel

    to make the picture more... I'd say impressive.

    Probably have to work more on my own before asking advices.

    Anyway, thank you for the "alpha png export" trick. I'll have a try

    when my horse is done.

    Looking forward to seing your next work.

  2. Thanks Greg!

    I will try to make it as real as possible,

    but may be without accessories.

    Though I don't know how to do it in 3dc,

    I need to make a background like Michalis did for his statutes.

    Also need to improve rigging skills. I'll try to make this horse

    more alive by giving it a nice pose (but not using the pose tool).

    Then when it will be done, I'd like to try hard surface modeling

    or may be a monster like those in DragonAge.

  3. Hi!

    I've just gave a shot 3dc beta version.

    I don't know if I've get used to the soft touch in 3dc compared to Sculptris hard one,

    but I found it far more better than the previous version. It is really a pleasure to sculpt with.

    Thanks!

    No need to make 3d-coat feel like Sculptris IMO :)

    I really like Sculptris too, but I think each soft should keep its own characteristic.

    Besides, isn't it comfortable to sculpt without perpetually having a look

    to the tesselation density?

  4. Artman,

    Ok. I removed the specularity on each channel.

    But still I can't lower specularity strength changing opacity

    or depth on layer. Well, I guess it is more a paint room than a viewer

    and there is still the solution consisting in changing the texture itself.

    I damaged my neck while playing rugby. Can't focus on my work for more

    than 10 minutes. It is just like torture.

    Forgive me for that silly pic:

    ugly_horse.jpg

    I'll be back with a painted horse (not green this time)

    As soon as possible.

  5. Artman, you've come to the rescue so many times, you deserve a cape and costume with an "S" on it! :D

    Thanks!

    Yes, That's true. It is really appreciable to have your help.

    It would have taken so much time to gather this knowledge on our own.

    Thanks "Senpai" :)

    I'll check each layer tonight when back home.

  6. Hi! I've noticed that occlusion map baked in 3d-coat

    were quite different than those made in other applications.

    occlusion.jpg

    Am I wrong if I say that it looks more like a Specular map?

    Is there a way to get an occlusion map more close to the X-Normal one?

    I know nothing about the technical part of the program.

    May be I ask something impossible.

    3d-coat is really cool because it is very flexible, and allows

    many different work-flows. But I guess it would become a monster

    trying to incorporate all options you have in other softwares.

    If possible, please tell me if more occlusion baking options are possible.

    Thank you.

  7. Artman, Michalis,

    Thank you for your help.

    I found out where the problem came from.

    Two triangles located inside the mesh

    on the symmetry line of the low mesh.

    I probably built them during the retopo

    without noticing the error.

    render_bug.jpg

    What is surprising is that the high poly made with

    "Merge with Ptex" had the same holes on it.

    That means that the exported high model is not made

    only out of the voxel sculpt, but is an average mesh

    calculated between the voxel structure and the low model

    used in retopo?

    I should have check the low model before crying :)

  8. Something went wrong today...

    bull.jpg

    Wanted to bake occlusion in X-normal using a Ptex merged high poly version of the horse, but failed.

    Sorry Artman, I didn't make it :( (but thanks to you I found the occlusion bake options)

    It seems that X-normal went on a infinity loop when he tried to calculate the map area corresponding

    to little holes on the high poly mesh. Those little holes, I don't know where they do come from.

    The low mesh I used for "Ptex merged" was clean (vertex merged on the symmetric line, no holes

    on the whole structure)... Mystery.

    Then I tried to fix the problem of the legs that are too thick by importing the low version into Maya

    and scaling down each edge rings; that seem to be the easiest method when it comes to low poly.

    Because I'm lazy, I didn't want to modify the voxel sculpt, modify the retopo and re-bake maps.

    I never managed to import the new .obj into 3d-coat paint room. I'm asked to smooth it into millions

    vertexes, wich is something I don't want to do. Wanted to paint directly on the new low model.

    So I went back to the old file in 3d-coat and tried to modify the legs in the sculpt room.

    Then the horse turned into a bull!

    Poor me. Need some sleep.

    • Like 1
  9. Hey Greg!

    No, don't add a finger! That was only a joke.

    I think it gives him more character like it is now

    (Like, he's so greedy once he was starving he had a vision and crunched

    his own fingers thinking it was sausages).

    Don't take it too seriously. I found you character very good.

    Just wanted to find a crit to tickle you :)

  10. Yes! That would be a really nice feature to add in 3d-coat.

    If I had to build an armour like the one in the video,

    I would probably draw the pattern in "Alchemy", make

    a brush of it, and project it on voxel sculpt with a clay

    brush (the one wich volume is not increased unless you lift up your

    pen and put it down again).

    I'd like to have the tool you are talking about too!

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