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FreezeFrame

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Everything posted by FreezeFrame

  1. Thx,appreciate it. I was just going to say auto-po worked fine!! . Now I see why. Was annoying!!
  2. I'm merging a retopo in the paint room. Normal map per-pixel. I want to bake the details from the mesh onto the normal map. So when I merge, no details on the normal map and the ambient is all black. Know a little about baking but not much.......The details of the high poly mesh are suppose to get baked to the normal map, so it adds fine details for the low poly and saves on poly count.......right? Not baking it the right way. IDK what I'm missing here......
  3. Could try and subdivide in another software first for higher resolution. Import to 3D Coat, If going to surface, size doesn't make a difference on poly's. Use autoscale. Resample to around 400, 000 and then go to voxels. If it breaks on resample, try subdividing and possibly convert to triangles in the exported software. Or start in 3D Coat.
  4. May as well post it. The twists turned out ok. Very simple! Learned something anyways. It is still in pieces, needs smoothing and a neck piece. I have other models I'm working on for practice. So rendering as a low poly with some words another time.
  5. It helps to have the hexagon shape first or more sided. Than trying to add indents like I was thinking. Da on my part!! The pose tool does work good but I got the shape going with "Warp and Twist". Thx.. Not quite sure how to get the spacing in between each section though. It won't be exactly the same because it will have thinner ridges. Good for now!!
  6. I was wondering about doing twists on a Pepsi bottle. Used warp and found it is a good way to do a drill bit!! Maybe with the right settings? I would think Axial but I'm having a hard time getting anything to line up. Maybe use splines and a shape to remove a groove......as close as a I can place the splines all the way around? Any ideas?
  7. No, I don't need the sketch tool. 123D scans are ok. I just watched about 30 videos. On 30 different softwares!! Think I will give it a try with one of the following first. Rhino, Blender 3D, 3DS Max, (Modo, maybe 1 day!!) and of course will see how my sculpt with 3D Coat turns out first. When I get back to it.
  8. The projection thing didn't work out....go figure. It does take some skill with the 2d planes for cars. Did a little. Impressive!!! Need a spline deformer!!!
  9. Great thx. IDK must have been in Voxels and looking for uv's. I just wanted to see how 123D scaned cars with the texture turned out. Not bad. Not great!! Was a low quality model. I find it hard to sculpt cars from sketches. Concept from head, that's different!! It's my first go with cars, so....doesn't mean much! I would do car concepts this way though without any reference images. Guess I could try and use higher quality car images and"project image" for the car side/front views etc,.. in the paint room, if it doesn't work out for me, I skip car sculpts form sketches and start the low poly way......somewhere. Blender I guess!!
  10. Trying to import an object with textures and uv. Yes I can do this through the uv room by importing there, the uv's, textures are there and I go to the paint room also. I would like to go to voxel or surface mode with the uv and texture still on it while editing. This can be done in Blender 3D btw. A low poly with textures can be used in sculpt with the multi-resolution modifier. I have poor performance with Blender though. Can this be done in 3D Coat. If not I would have to use Blender or take a quick render and use as sketch's in 3D Coat.
  11. 3D Coat also already uses similar functions needed within the pose tool to weight vertices and of course use spline points. I think with the ability to add more splines would be great also with independent weighting on separate splines where placed.
  12. Hi, was curious whats the LSCM? It just means that the uv's are marked with seams? So they are unwrapped separately. So basically you used mircovertex because you want to see the results before retopo incase of changes, instead of jumping right to per-pixel. I will get into baking eventually, but prefer perpixel if I know the results will be good and can be easily changed with no baking..
  13. The only way I know how is to hit the + sign to make child layers of a parent layer or make new layer. Move to that layer. Move multiple objects in the viewport: Make every object a child of 1 parent object. Then undo the relationship. Seems very slow!! There must be another way! I keep wanting to hold ctrl and click the layers :/ Have to organize ahead of time!!
  14. Actually I can import the diffuse, normal, and occlusion(or calculate occlusion in the paint room) paint room. I can't seem to get very good light angles for calculating occlusion in the paint room on flat surfaces.... I just tried a retopoed sphere, merged the same way to the paint room and the normal map and occlusion are ok. This happens when Importing image as mesh and continue to the merge with perpixel with N.M. *So it looks like that the only problem would be that some normal details are lost from voxel details if any changes. Oh well for now! Only happens when I import image as mesh...
  15. Hello. Again!!! I'm "importing image as mesh", seamless stone as textures. A texture map and a Heightmap are used. Apply in surface there's the mesh with bump displacement and the textures applied to the mesh in the voxel room. Now in the retopo room, it's been retopoed and shows the texture on the high poly also. Merging to perpixel with normalmap. I lose my texture in the paint room, the normal map layer have no effect and the occlusion layer is black. So missing a step here....... I don't want to bake the texture but keep it and apply it to the low poly and then bake the occlusion and normal map layers for perpixel.
  16. That would be good!! Low poly and that's only 1 spline being used.
  17. Hello, just wondering about car, tank, air models in 3D Coat. Any tutorials on this anywhere? Is modeling inside of the vehicles best left for another software such as 3DS Max, Rhino, ............I know some start from low poly, so not sure if there are some successful hard surface modelers in the vehicle areas with 3D Coat...
  18. FreezeFrame

    Microwave gun

    Nice design. It can nuke food on the go(mission) also!! lol
  19. That's ok I found how to check this easily......It would be great though to be able to put the gizmo along the main axis of the object and send both to 0,0,0 resetting the object down the axis. Not sure if this can be done? I don't see a way to attach the object to the gizmo. Then send to "Center in local space".......
  20. Changed that piece really quick from the above and looks better(Obviously needs fixing around that area still after the change).....So next time I post it will be a finished high poly version.
  21. Obviously recognize some of the models. I like the very last image/model. Never seen it before. Where is that from? Great character!!
  22. Very Close to be finished. Still needs fine edits and a rear sight. Leaving all bumps to the normal for low poly.I don't know but some guns a extension off the lever come off where the clip is. I think some clips are right beside it? I'm probably going to change where the red line is to a continuous smooth piece. Now how do I do this low poly!! Maybe a project in a week or two.....!
  23. A simple Tranquilizer Gun for first hard surface in 3D Coat. Basically almost done. Still needs a couple small parts. One more night it will be ready for retopo. I have to go over every part and check that it's centered along the axis. I had a real issue with this and cost loads of time. ......................Actually I just found using symmetry at the line to ensure it is at it's Global space I guess. Hard surface a little different.....just a little! not much.... From my custom concept here. https://plus.google.com/101774691462828856815/posts/Sny2uYWSewh
  24. Thought I asked this before. Not sure......If I have an object out of rotation by accident, I would like to rotate it back along the axis. For ex., a rectangles origin is all 0,0,0 from the "main objects axis" but the rotation has the ends of the rectangle crossing the axis instead of dead center down the line.....
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