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Michael Haar

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  1. digman, thanks a lot! I really appreciate you taking the time to find a solution and even searching the modo forums although you are not a modo user! I also appreciate the opportunity to directly contact you in a google hangout. Unfortunately I don't have a microphone. But if I'm not able to solve this problem I'll try to find one so I can talk to you! Thanks for that! I already tried to give that area around the eye more texture space. I even tried to let 3DC find the best topology by just moving the head into a new project, then running the "AUTOPO for MV" feature. Topology looked very different then and I had a lot more UV island. I manually increased the size of the island around the eye but that did not help. The wrinkles still looked jaggy in the paint room so I even did not take them into modo. I'm not in front of 3DC right now but I can show you my settings for scan depth and padding later if that helps. I must admit that I don't understand completely all the options when merging the model into the paint room. For instance: what is "UV sub patches smoothing"? What does "Preserve positions" do and when do I need those? I'm also confused about "Millions of polygons". The popup reads something like "should be more than amount of pixels in the texture". I've got four textures. But changing this from 20 millions to 80 millions did not have any visual effect in the paint room. It just slows everything down by eating up memory. 3DC is a powerful tool but it has a lot of mysterious options. :-) Thanks again, Michael
  2. Hi there, I need your help again! I'm unable to bring my voxel model into the paint room with a smooth surface. It also looks terrible if it is exported to Modo. Here is what I did: 1. I sculpted my model in the voxel room in volume mode. I switched to surface mode and finished it up and it looks smooth (look at picture 1). Pay attention to the wrinkles around the eye. 2. I switched to the retopo room and manually created my low poly mesh (no AUTOPO). You can see the mesh and the UVs in picture 2. 3. Then I merged it into the paint room using the settings shown in picture 3. 4. The result in in the paint room has terrible jaggy edges around the wrinkles around the eyes (see pictures 4 and 5). 5. I used "Export model" with the setting shown in picture 6 and imported the low poly mesh into Modo. Switched to SubD. 6. Picture 7 shows my settings for displacement in Modo. 7. Picture 8 is the model rendered in Modo. Look at those terrible looking wrinkles around the eyes! The whole model does not look quite as smooth as it looks in 3DC. 9. If you take a look at picture 9 and compare it to the rendered image it seems as if you can see the poly flow in the displaced surface. Please help! What am I doing wrong? Why is my model so jaggy in the paint room and why is it even worse when it is taken into Modo? Regards, Michael
  3. Thank you all, guys! With the help provided in this thread I finally made it! Really like this community and I'll try to give something back as soon as I do understand this complex software! Thanks!
  4. Thanks a lot, guys! Quite some ways to get this done. I'm not in fornt of 3D-Coat right now but I'll try out these solutions as soon as possible! Thanks again!
  5. Hi there, I'm new to 3D-Coat and while I'm already getting used to organic sculpting I need some help with this hard surface item I want to create. I'd like to do something like this plastic pipe: http://thumbs.dreamstime.com/z/corrugated-plastic-pipe-2906909.jpg Okay, I've got that pipe but I don't know how to get those seams on the surface. I tried to extrude them or carve them but I don't know: 1. how to extrude or carve around the whole pipe (not just on the side I'm looking at). 2. how to extrude or carve each seam excatly in a straight line. 3. how to space the seams evenly across the whole pipe. Any help is really appreciated! Thanks in advance! Michael
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