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FreezeFrame

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Everything posted by FreezeFrame

  1. A pre image here.... https://plus.google.com/101774691462828856815/posts/LtyuQrfpeB3
  2. It is from the sea so, I'm expecting to keep it fairly smooth and paint normals after. This will be my first auto-retopo. Finally. I'm giving it 2 more hours on the smoothing. It really needs a smooth flow from the front to back of the wings and around the wing back curves also.. I may make some slight changes with the pose tool of course to any aspects ratio, etc....
  3. Sea to air creature. Almost ready for retopo. I'm still having trouble with smoothing in some areas which you can notice. Is there a certain mode or brush that are favorites for these issues?
  4. I could start with a plane and trace my current object.....thought it was possible there was an option " set thickness" somewhere....
  5. Ok I will try that next time. I tend to start a little low with poly's for some things....
  6. I was looking for some help with edges. Some good tools for dealing with jagged edges. I find it very difficult with shapes such as spear tips, fins, wing tips, etc...In certain cases I find plotting points to cut the mesh, then smooth works fine but does not work for all...
  7. I messed up some wings I was modeling slightly. Is it possible to set the thickness of my object or layer, so it is even all across the wing?
  8. k, thx. That can work a little better than the side view with move..
  9. Hi, I was wondering how to constrain the movement to an X,Y or Z axis. Is there a hotkey for this? Or do I have to be in the side view etc...
  10. Actually I found how to do the vertex color process I was looking for through some python reference. I,m using Blender 3D for this process now, thx. * Still not sure if there is a vertex channel for .fbx export for 3D Coat. Anyone?
  11. I was wondering about vertex colors. 3D Coat can paint layers great. I'm looking to do vertex colors as show in a random link for example. I'm not sure where the vertex colors are stored alongside a material channel. I just know they get exported with it but not as a material to show for rendering in this case. Is it possible to export like this. I know there is some software though thet will bake the texture to vertex. Would this be the process, or is there an option for this in 3D Coat upon export? http://mtnphil.wordpress.com/2011/10/18/wind-animations-for-vegetation/
  12. A couple more screenshots. It needs a few minor touch ups because things were slightly off center. Everything is symmetrical and centered now...maybe another 1 hour and ready for texture. Probably add nails. I may not texture it though until I have a few models ready, then I can get some better paint skills!!
  13. Well this worked for me anyways. check "move only gizmo" , then " bound center", then un-check "move only gizmo" and center the position at zero...
  14. How can I center by joining 2 object along the x plane in symmetry? I find when merging objects that my symmetry plane is not centered and is slighty off from rotating, flipping 180 deg. etc. If I happened to move my x symmetry plane with tab. How do I know if my 2 objects are really centered from the x middle(symmetry), left(object) and right(object)? Or sometimes the symmetry will be at 0 and the left and right identical object will be off. Do I have have to separate the objects and input the coordinates in the transform. Or is there a quicker way when merging in symmertry? Thinking right now...To bound center of the two objects and then transform the left and right coordin...anything quicker?
  15. Ya. Thought I would finish it today. I have been doing other things lately. I finished the teeth, made the neck longer(previously) because it had a cow head look and I just made the tail slightly bigger for texturing! I'm going to leave it as is. It could always be changed one day. Just checking that everything is in symmetry and done the modeling of it. May post another shot with a different shader in a day or so.
  16. That works. thx. I just noticed the option for subtracting in the primitives tool box also...
  17. Hello, I would like to add closed holes to a mesh. What tool is needed? ex. have a closed shere and would like to hollow out the entire center with closed walls.
  18. A little confused with paint. Per-pixel paints on the uv map but is projected on the 3d model? Low to medium to high quality depnding on uv map size? Microvertex paints on the vertices of the high poly and then projects onto the low poly? Quality depends on vertices(and uv map size)? So, what if I had a great machine and I was painting on a model with super high polys. Would this be the best quality? Can the high poly model be painted in P.P. and/or M.V. and then project the texture to low poly for export? Actually even with a super high vertice count. The textures on the uv map would end up per pixel on the screen?
  19. My first model in 3D Coat nothing spectacular. Not very good with fine details yet. Very easy to learn though, with the great tutorials. I noticed many sculpting hair. These are for show? They cannot be carried past a retopo low poly? Or can they be done in P-Tex. I would think by image planes in another software. I just wanted an average wolf nothing that looks real life or fantasy. From scratch no base mesh or reference image my first time. I keep streamlining it because the head looked like a cow from the side lol!! The very front teeth were not modeled by me and need to be replaced. From a free non-commerical model somewhere :/
  20. That worked well, thanks for the response!
  21. Hello. I ran into a slight problem. When adding objects and merging them to a scene. Is it possible after merging two objects at the symmetry line to adjust their distance from the line after? It allows during placement. All I noticed was if they are separate instances only 1 can be moved at a time unless they are joined as one then they both move. Also I made a very slight mistake when I merged two objects to form as one. I must of had symmetry off or something because I noticed a slight out of symmetry mistake, somehow. Is it possible to make a mesh not symmetrized into one? It's no big problem and the slight mesh deformation won't affect animation at all.
  22. Catch 123D you need many photos like a 3d turntable. I will have to try it myself one day!
  23. Ya I read somewhere about the old school way, "no real shader mostly painting work". The desaturation I seen in a video somewhere. I thought that was how softwares like Crazy Bump obtained spec.. Maybe I will do a test soon with a desaturated texture and one produced by something like C.B. and see the difference. Trying to get into more a custom way like you said. Just like normals for e.g., bump can be added to a totally flat material...Will probably be using "Allegorithmic-Substance" software within a few months anyways. Thx....
  24. Hello, does anyone here know of some tutorials with specular painting of some sort. I understand the basics of specular maps. I really need to improve my spec maps. I know some different ways like 1) painted on diffuse, 2) generation e.g. crazy bump, 3) P.S., manualing painting highlights on a spec map and also 4) through, desaturation of the diffuse in P.S. In this case dealing with specular painting or how the spec map gets affected in 3D Coat.
  25. Srry. I just found I was on the wrong group object / category on the far right, it works great now :/
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