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Hammers

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Posts posted by Hammers


  1. Thanks for the feedback and ideas digman. I agree the poly count is a bit crazy. I did work on the head separately for a while and found I had to bump up the body resolution when I merged the head with the body. So I'm certainly hoping that's about as high as it goes now that I've started in surface mode a bit...

     

    Good to get an idea of what to aim for anyway. I like your sculpts too esp. the armoured guy.

     

    Yeah 3d-coat can do some amazing stuff with hard edge objects, and they seem to get a more 'real' look than some poly modelling, but it does seem like a very different approach than I'm used to so will save that for another day ;). Hope to post more tomorrow. Cheers.


  2. As an exercise in slowly coming to grips with sculpting in 3d-coat, I thought a concept sculpt based on Jesper Ejsing's beautiful painting 'The Monkey King by Moonlight' would be a fun project. The painting is featured in the magazine ImagineFX Fantasy Icons 2012, p47. 

     

    And you can see it here too

     

    Well things are progressing a bit for me and I'm at the stage of probably getting to the limits of voxel work on the body, before going mostly to surface mode I think. This is all new and I'm still trying to understand good workflow, especially switching between V and S, and what the two modes are best at.

     

    I definitely feel like getting tight creases (e.g. between lips) is a bit tricky, so any suggestions welcome.

     

    I'm also wondering whether maybe going to Blender for the hard-surface stuff (armour etc.) might be on the cards for this sculpt, and I'll tackle learning that in 3d-coat in another project.

     

    I'll probably do fine details in the normal painting, and try some texture painting too I'd say, before going to Blender Cycles for hair, fire and rendering. Probably not looking at retopo on this guy as he'll just be a still image I guess. Or?… If I want to do turntable renders, would I be better off doing a quick and dirty retopo to save render times?….

     

    Anyway this is WIP and I am learning, so any thoughts, crits and suggestions are encouraged.

     

    Thanks for looking.

     

     140219149122.jpg

    • Like 2

  3. Thx AbnRanger :)

     

    Yeah the gizmo method works OK, but still at some point the curve e-key stopped working for me, and that's the way I learned to use the curves tool most efficiently in the first place.

     

    Will probably try to figure out how to do a bug report soon, unless someone sees something else that I've missed.


  4. I'm trying to edit a curve object in 4.1.04A osX, and I can't seem to scale the curve points with the 'E' key. W R Q work ok but E only scales the red point ball itself - not the curve object. It works ok if I double click the point and use the manipulator.

     

    Is this a bug or am I doing something wrong?


  5. Well, I hope the challenges keep going. I'm still getting my feet wet in 3d-coat, and mostly I've been too time poor to participate, but for the next little while I was hoping too as work has eased up somewhat.  

     

    Personally I like the weekend challenge idea, even if only a couple of people submit, it encourages short bursts of concentrated practice, which may be a better learning experience that a larger project. More frequent and small, and hopefully build interest. But really for me, it's the challenge of responding creatively to a brief, while learning/practising.

    • Like 2

  6. A short followup in case anyone else is looking for answers. I did some tests with Blender, as follows:

     

    1. Exported .obj with 1 material, 3 textures and 3 UV maps/sets. Reimporting .obj into Blender, now only has one UV map. I.e. doesn't export multiple UV sets to .obj, at least with a single material.

    2. Same deal, .fbx this time. Blender didn't even reimport it's own exported fbx, except as a single origin point...

    3. Exported .dae, reimported, and all UV sets/maps correct (though may have to tweak material/textures, not sure)

     

    So I'm hoping that Collada import/export will be in Mac 3d Coat soon :). this will solve the Blender pipeline difficulty I've had with different UV sets.

     

    Thanks again for the responses.


  7. Yeah I'll give blenderartists a go. I've got no problem getting the uv sets happening in Blender, though for this example they need to be used within the same material, as they overlap, and maybe that is the issue somehow.

     

    If I ever figure it out I'll report back in case anyone else ever comes across this hurdle. Thanks for the time.


  8. Thanks for the responses. I started documenting what I am trying to do to make things clearer, but I'm starting to wonder if this is a Blender bug/'feature-I-don't-understand' :)

     

    Here's my test object. It has 3 UV maps, one for just the front face, one for the other 5 faces, and one that is just a partial section of the front face (imagine a mouth decal over a high-res face texture, and a low res body texture. That's my ultimate aim btw)

     

    post-37883-0-82151800-1385941074_thumb.p
     
    The 3 textures are mapped to the object within the same material in Blender, each assigned to the appropriate UVmap
     
    post-37883-0-46788700-1385941318_thumb.p
     
    Here's what happens when I export to .obj
     
    e.g.1
     
    post-37883-0-22348700-1385941453_thumb.p
     
    Here I've selected the 5 face UV map in the object data panel.
     
     
    And here are the export options I'll use (don't understand all of this..)
    post-37883-0-61372600-1385941563_thumb.p
     
    Import for ppp - only one UVset - 'material'
    post-37883-0-97882400-1385941672_thumb.p
     
    post-37883-0-90190900-1385942086_thumb.p
     
    If I select a different UV Map from the list in Blender before exporting, that seems to be the one that comes over to 3dc.
     
    post-37883-0-40378900-1385942235_thumb.p
     
    I've tried various options including splitting the blender material into three, with one texture and UV map each, but I can't get that to behave even within blender. Here only the UV set that has the 'active for render' camera icon will show up (+ the topmost UV), and I can't select more than one UV map's camera button.
     
    post-37883-0-75589000-1385942702_thumb.p
     
    Exporting from this state only included the one Uv map again—the highlighted on in the UV map list (single face).
     
     
    As I said my thinking is that this is a Blender issue (I'm using 2.69 btw). I'd be happy if someone has a suggestion though :)
     
    Thanks for your time.
     
     
     

  9. Do you mean in Blender? I tried both ways of exporting - One object with one material, with 3 different textures mapped to 3 different UV maps/sets in Blender, as well as making 3 separate materials on the object, each with one texture/UVset.

     

    Is 3dcoat supposed to be able to import .dae collada objects? I saw that on the list of version 4 features, but the import dialog has .dae files greyed out for me. As far as I can tell .dae supports multiple UV maps, while .obj doesn't.


  10. Just wondering if anyone knows of a way to achieve this.

     

    I've tried exporting from Blender as .obj, .fbx, .ply, but none seem to work well for muliple uv sets. (fbx came close in at least recognising the sets on import dialog, but didn't actually import them all)

     

    Also tried with the applink of course.

     

    I thought 3dc v4 supported collada import, which I thought might do the trick, but .dae files will not import into 3dc for me. (Mac 4.0.0.9).

     

    It'll be great when this works ;)


  11. I'm gradually getting a handle on this awesome program. Just wondering something about UV unwrapping.

     

    When I use the auto unwrap option, although the layout can be a bit messy, textures seem to paint quite well across seams.

     

    But when I do bother to 'properly' unwrap, with what I think are fairly well-laid out seams and getting nice looking, more traditional UVs, I often find that there is quite different stretching on either side of seams, which leads to visible joins in texture paints across seams.

     

    I'm hoping I'm just missing something, but is there a way to (automatically...) adjust or otherwise match the amount of stretching at the joins between UV islands?

     

    Is it just a matter of using the brush tool in the UV texture window, and some relax where possible?

     

     


  12. Hi,

     

    I'm having trouble with a round tripping workflow thing.

     

    I've exported a model from blender for uv mapping and painting, so far so good. But when I get it back  to Blender I found that some of the normals were reversed, so I fixed them, then send the model (with the app link) back to 3dc for fixing up (the uvs went very bad after fixing the normals...)

     

    On the faces that had dodgy normals every face had a seam around it now, so I deleted all of the marked seams, reseamed, then unwrapped and applied the UV set.

     

    But now when I go to the paint room to fix up the texture (which looks mostly ok), I am unable to paint on the model. Nothing has been frozen (that I know of) and I've tried different layers etc. But strokes just aren't working.

     

    I've just repeated the process, to see what happens and this time I can paint in the Texture editor view, but still not in the 3d view.

     

    I hope someone can help.

     

    Cheers.

     

    post-37883-0-83878500-1385447543_thumb.p

     


  13. I must be missing something obvious. Just getting started with 3dc, and something's gone weird.

     

    I've created a voxel shape (based on a background image), then going to the paint room, I'm not able to paint it with colour — not with brush, fill, pencil etc.

     

    I can't see anything stupid that I've set wrongly, the opacity is up, layers are visible...

     

    I tried starting from scratch with a new primitive object, but same deal...

     

    Can someone please help before I go completely bald :(

     

     

    post-37883-0-92135100-1380275772_thumb.p

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