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worldcrafter

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Everything posted by worldcrafter

  1. Yes it does, i took another try and it turneed out better, hoever i still cant find a controled way of making those little scratches and bumps/crevices - i can use the scrape tool on high depth to give the rock some scrapes and stuff around the dges but that is not a controled way because it relies on brush speed, depth and size to sheer into the rock. also it isnt as clean cut as the ones ive shown.
  2. Does anyone know of a way to sculpt like this. As you can see they have some lovely hard edges and indents - in 3d coat i cant get this king of effect, if i were to sculpt a rock using build,scrape/pinch tools, the rock would end up smoother looking; without receses and crevices but only out going parts in the rock. Anyone know of tools/brush tequeniques to make rockes like this? (btw, they were made in zbrushy)
  3. Is there a way to select multiple layers/volums in the voxels room? for example, i would like to put some carvings on a trunk/chest/box, but would like a separate layer for the lid and box; i cants see a way to edit both at the same time so the carving/pattern transitions from box to lid will not be smooth. anyone know of a way?
  4. was hoping i wouldn't have to trawl through one of them
  5. he doesnt say anything about more less on heights function only the more less in cavity function
  6. Surely someone can at least explain what more on heights and less on heights does in less that 3 mins.
  7. Go to this thread http://3d-coat.com/forum/index.php?showtopic=15592&hl= to answer this question please... i did not say what i meant here - sorry
  8. I Have seen he more on heights and less on heights tool for per-pixel paining, however i can not see what it does, if i use a value of above zero in the height scale box, it paints if the value is below it does not. could someone tell me how this tool works and how to use it? as for the more in cavity and less in cavity brush options, i want something that does the same but in less detail. An example of when i would want to do some good dry brushing is painting an old medieval stone wall (http://liamtart.com/wp-content/uploads/2013/04/alpine_rockwall_04.jpg) - i would want some dark low opacity color in the deep parts of the wall (where the stones would have shadow if you baked it) and maybe some green tundra/lichen and light color on the sticky out parts of the stones of the wall with a little more specularity. this is the sort of result the dry-brushing would give http://liamtart.com/wp-content/uploads/2013/04/alpine_rockwall_03.jpg Can anyone suggest what i should do?
  9. Does anyone know if there is a way to adjust how More in cavity and less in cavity work when painting a normal mapped model, If not this would certainly be an improvement for 3d coat, its very handy for making things look worn and eroded but depending on your model you may want to adjust the allowance between what is classed as a cavity thanks.
  10. Hello. I am trying to make low ply objects for games (as a hobbyist and beginner) but i cant seem to find how i can merge the normal map from the sculpted mesh on to my retopoed version without the ugly result i get shown bellow
  11. Can someone tell me how i auto uv map an object which currently has no uvs, on 3.7 i could just select the auto map finction but now ive no idea... by the way whenm i click the uv tab i cant see the model this may be a problem or it may be how its meant to be. thanks
  12. I am totally knew to 3d coat but it seemed just what i needed for character texturing at the time. before i start learning more than the basics i want to know if i can export my model(textured in 3dcoat) with a separate material and diffuse/normal map for the feet, torso, head, skin... if so how? thanks oh and i dont want to have to seraprate my character into objects
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