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worldcrafter

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Everything posted by worldcrafter

  1. I can use a reference image of a tillable hex texture. Thats kinda cheating but ohwell
  2. I was just wondering about advantages/differences between 2x2 and 3x3 surface mode tilling creator. my first thought was that, the 3x3 just seems to require more work and is extra fiddely.
  3. can someone make a ti liable texture with hexagons.. i challenge you. it doesnt take long to place 6 or 8 hexagons on the 2X2 instanced mode and have a go, however i have tried for over an hour with no success in getting them to match up
  4. square grid doesn't help with hexagons very well.. its really fiddly because the grid wont wont scale with camera zoom, and the grid snap doesn't apply to moving of my hexslab models.
  5. It's much less of a devil experience, now i know how much better Maya normal calculation method is for sharp angles. :]
  6. The happy baking guide talks about it, but not in depth.
  7. Hi, i want to make a seamless hex tile floor texture using the instancing tool, the problem is - unlike squares/bricks/rocks - all the hex tiles have to be the same size.so i cant squeeze the tiles in and make it up as i go along. I've sculpted all the tiles, but for the seamless texture creation to work, i need to find out the exact size they need to be (i want to fit 64+ (at-least) hextiles in the texture. could some 3dcoat maths guru work this out? My 2nd attempt As you can see I've still failed to get the right size or positioning of the hex tiles,
  8. bump ... Anyone? I wouldn't want to find ive been using the worst bake method for my best sculpts.. that would be a shame indeed.
  9. The uvs are shown in the picture above (the normalmap's texturemap) the cage is perfect as it is a very simple piece of geometry (the retopo is basically a cuboid) That fixed it, i changed to maya normals calculation method. Could someone tell me all the differences between 3dcoat and Maya normals calculation method, and without getting to technical, give me an idea of how they work.
  10. when im baking thin objects, the bake just turns out wrong
  11. OH wow.. sry i never saw that menu. loads of brilliant functions
  12. Is there a way i can use one object as a sort of mask for another, I know the "subtract from" does this essentially, but I want to use one object as a selection tool to freeze an area of another. Also, Does 3dcoat have an invert selection function for the freeze tool?
  13. thanks Tony; I found polypainting the model gives a superior result to retopo and then paint, but i've never done much with polypaint due to having a crappy integrated GPU and low power cpu. I'l post a collection of weathered stone bricks and slabs when iv got my new pc and the time to do it (soon).
  14. i never asked asked anyone to record a video for me, i wanted to see a picture of someone else's rocky, stony surface 3d coat work; I thought you who are giving should have had some hands on experience they can show
  15. Hmmm, so noone has a technique to make nicely layerd rocky weatherd surfaces in 3dcoat?
  16. Ide like to see your examples; the people who have advice ( a picture or something). BTW, that last video has the worst rock i have ever seen.. and the first doesn't really say anything about layers in rock,(correct me if im wrong but he gets some not so good and quite uncontrolled rock layering by using allot of depth with the scrape brush)
  17. MY latest attempt has improved a bit, but is still lacking in those defined crisp layers, which means it could be mistaken for weatherd concrete rather than stone. Doe anyone have examples of old stones/rocks/surfaces made in 3dcoat? would be nice to see
  18. more in cavity gets all the small cavity's, and deep bits of noise darkened, I want large areas to be darkened as-well (where the stone has been weathered) EDIT: i Havant bothered with edges yet, as they'r not really what I'm focusing on at the mo, i need to get that surface dealt with first.
  19. Using the freez function., i could paint the lower areas of my sculpt a darker color this only works for flat rocky surfaces though, and i still don't have the result i want.
  20. One thing about the example which I really like, is that the parts that are are deepest and most eroded are blackened and scumified. also the browning and harder veins which refused to weather away make it look cool.
  21. Any other techniques? my rock layers don't end up clean/crisp like the example, they are less sharply defined and the Less/more in cavity painting isn't very crisp looking. A 2 minute Video, showing the different techniques would be awesome, perhaps ill make one when i have a good repertoire of stony surface techniques. Stony surfaces are essential to so many environments, and it would be a shame to do them sloppily.
  22. Hi, how do you guys make rocky worn surfaces with layered bits? My goal is the style of layered rocky surfaces on the bellow Also achieving texturing like this is also quite hard to do in 3d coat. ide like to here some suggestion on getting this dirty ancient effect My (rather poor) attempt is bellow, its just nowhere near as good. He really defines and shows off his layers using specularity and highlight on them, but thats not really relevant, i just want layer in the first place.
  23. HEIIIEEI. I had an Idea! For getting the color/texture from the shaders, just render a Top view of the model and export the depth along y as usual! then just resize and get the same proportion for both in image editing software. Tell me if works for u?
  24. I cant use my camera properly all of a sudden. it moves, no matter what buttons i use, no rotation or anything with hotkeys (alt or lmb or rmb) except if i use the UI camera control. maybe its a bug or maybe there is a setting i can't find, help plz? :3
  25. will 3d coat ever have a camera path animation function. Similar to the turntable feature, but the camera can be moved, and zoomed in and out. That would be awesome! Just having the cam zoom in and out at a designated time during the turntable rendering would be would be Sooo good.
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