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randomguy_j

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Everything posted by randomguy_j

  1. If I remember correctly PCI 3 is backwards compatible with 2.0. It will just run at a slower bus speed. So what you could do is go with the faster card so that when you have a faster mobo you wont need to change cards for an upgrade.
  2. The leg and hip sway movement looks ok. Only critique would be it seems the arms are too far apart when she is walking. Also the secondary motion of the arms during her walk doesnt seem natural. Keep it up though! Is the environment something you made? Or is it UDK assets?
  3. Your edge flow looks good. How many polys? Keep us posted on this as I would like to see the finished result.
  4. You bet! Thanks for the comment! Not sure if I'v mentioned this but you also have some nice work. Awesome job on the native girl.
  5. Hey guys! Here is an update to this thread. The model itself is pretty much finished but still needs a prop and a pedestal to stand on. All textures are 1024 X 1024 and hand painted in 3D coat. This screenshot was rendered in Marmoset Toolbag.
  6. Hey guys, Has anyone here tried using the blob brush in voxels yet? It isn't responsive at all for me it seems. (I know this forum is for brush improvements but if the brush doesn't work at all that counts right? If not, let me know and ill move this to another post.)
  7. Nice job on the brush update! Like people have been saying GL is much faster then DX. I also have found that with most brushes I have been using, the alphas are much more responsive in LC mode then before. However, the RemoveClay brush seems to be really slow. My system will hang for at least a minute when trying to use a size around 70. After a second attempt with the brush I ran into this (See screenshot). This is kind of a side note but is there something in the works to improve brush performance in voxel mode with larger brush sizes? With a Quadro 3700M and a Radeon HD 7870 I noticed with smaller brush sizes everything is fine but with something large there is some really bad brush lag (especially during smoothing). Also are there any plans to put a move feature into the LC list? I feel that Move is very useful for pushing/ pulling things like limbs, torsos, etc. But if it had the ability to tessellate like other LC brushes it may be even more useful. Keep up the awesome work!
  8. Hey Garagarape! Nice indian girl you have here. The texturing turned out really well.
  9. The sculpt is looking good! Might I add though if he is really old I imagine his lips would be a little more wrinkly. Also the slight protruding line just to the outside of his eye, going down, slightly turning inward and ending just above the nostril line feels a little too wide and sort of breaks the flow a bit. I hope you keep at it!
  10. Hey Digman.For your example head here Did you paint the wrinkles on? Or did you use LC/ voxels? Reason I ask is my system is pretty beefy but for some reason when applying fine details in LC (especially with alphas) it seems to have a hard time tessellating or getting the details from the alpha to look good.
  11. Haha yeah they were not very nice in any of the Fallout games. Thanks Herve_bis!
  12. Thanks for the comments guys! This guy is a monster from the "Fallout" games. Although not a perfect replica as he has a smaller frame.
  13. Hello everyone! Here is a sculpture I have been working on for a bit. Can you guess where this guy is from? Feel free to critique .
  14. Yes I agree that fixing this would make a biiiig difference in sculpting. Thanks Andrew for paying attention to the users. I dont think many companies do that and I really do appreciate seeing you take notice of us
  15. Ooooooh I see. Thanks a lot for telling me about the cube icon Polygoon. I saw a pic of what the mud and scratch brushes did but when I saw the example they called the scratch brush a claw brush. The way you add your masking and freezing seem a little unintuitive for voxel sculpting to me. Do you know if there are any plans from Andrew or Raul (I think those are their names) to add something a little quicker? You're right Digman as LC and surface mode does remind me of Sculptris. Thank you for telling me about the "Beta Tools" box in the preferences. It almost feels like I can sculpt like I would in Sculptris using LC then switch over to surface mode and add details like I would in Zbrush.
  16. Hello everyone, I use 3D coat mainly for its UV tools but lately I have been getting into Voxel sculpting. I use Sculptris a lot but I would like to take my voxels into 3D coat to eliminate a program from my workflow but to be honest, I am getting frustrated trying to hunt down features I read about in release notes and forums that shouldn't be too hard to find. (Took me some time to locate the autopo tool). Now from what I have read claw, mud, and inflate brushes are voxel tools. So where the heck are they and why are they not in the brush menu? Also how do you do cavity masking? Is there a way to paint masks yet? (I know you can use stencils but am looking for something like the same way zbrush/ sculptris handles masking.) Thank you in advance.
  17. Well currently I am just trying to import a high res mesh and a low res mesh to see if I can bake a normal map with a displacement map as the alpha channel instead of having to bake out a displacement map and normal map in Xnormal and combine the two in photoshop. If you want to import multiple parts into 3D coat as separate entities you have go into your 3D program, select the parts you want to export (dont combine them just select them), then export out your parts with "groups" turned on (depending on your software package) for 3D coat to split your parts. Then you can hide/ show your separate parts in the objects tab. At least thats how it was in 3.5. I havent tested that in 3.7 yet.
  18. Thank you very much for the replies guys! It is a shame that you have to jump through some hoops to import multiple objects. I hope that gets fixed in a later version. Hey can any of you shed some light on making a good displacement map? The normal maps for the model look great but despite rounding off corners, I still get white corners in my disp map. I have tried xnormal, crazy bump, maya, and zbrush with no luck.
  19. Yeah most things in 3D coat are pretty easy to figure out. But it would be nice if there were tutorials explaining certain things like how to use the texture bake tool.
  20. Hello everyone! Maybe you guys can help me. I am big fan of 3D coat and I am looking for a reason to use 3d coat more as apposed to zbrush for my work flow. Version 3.7 seems to have a lot of promise but I have a few questions first. 1. Can I paint masks as in zbrush? 2. Is there something in 3D coat that is like the morph target option in zbrush (along with morph brush)? 3. Can you create a voxel mesh and save it as an alpha to be used as a brush? 4. In 3.7 is there a way to import a mesh or part of a mesh into separate layers instead of having to go into a 3D package and combine them first? Also, I noticed there is a way to bake the displacement into the alpha channel of a normal map which can be useful. Is there a way to import a high res mesh and a low res mesh to do a bake? Importing a reference mesh or big mesh seems to either do nothing or over write my low poly mesh. Thank you in advance, Matt
  21. Hello everyone. I dont have OSX. Instead I am using Vista (the devil I know) but I recently had to do a hard shutdown cause 3D coat locked up my OS just from me trying to import an object for UV layout. I agree that 3D coat is a very useful program in the pipeline so I hope someone has or is close to finding a solution to this.
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