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Shinya

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  1. Thank you for your reply. I would be happy if I could do it someday.
  2. I was able to confirm that the behavior I wanted was achieved in the modeling room. I would be happy if the same behavior would occur in the voxel room.
  3. I often sculpt a voxel model with the "Apply deformation to retopo mesh" option turned on. At this time, for example, if you sculpt with a "moving brush", the movement will occur in the order of "Model transformation > Retopo mesh transformation". I feel very uncomfortable with this. My ideal is for the model and mesh to move at the same time. Or, it would be better if it becomes "Retopo Mesh deformation > Model deformation", but please consider responding. thank you.
  4. Thank you for your reply. I know it's hard to do with the pose tool. I think it would be nice to be able to adjust it with a gizmo. I hope my wishes are passed on to the development team.
  5. Hello everyone. I have a question. I want to transform the length of the "left arm" in such a tree structure. Ideally, only the "left arm" of the parent layer is transformed, and only the position of the "Lower_ArmLeft" of the child layer is moved. But, in reality, the parts in the child layer will also be deformed. Is there an ideal way to transform only the "left arm" parts? It's hard to remove "Lower_ArmLeft" from the child layer every time it transforms.
  6. Hello. Thank you for your reply! I got the desired result.
  7. See video here. I also make the body and head models separately, so I want the neck connection to look smooth. Is there a function that can do the same thing as "Project All" in Zbrush? Or how do you all eliminate the step of the connection part of the parted model? thank you.
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