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Aleksey

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Everything posted by Aleksey

  1. i agree it being a vue killer, but really for anything require a large number of objects, like city animations. for example. i have had this personal project on the back burner for years, i think nearly half a decade. but the idea of doing a realistic render of this has always seemed like waaay too much work for me. And the render times seemed ridiculous. Now with clarisse i think it might be realistic to do this as a personal project. here is a video that kinda shows what i want to do: https://www.youtube.com/watch?v=sJnidJt7zf4#t=119 this is something c4c would absolutely choke on.
  2. haha that's awesome! is there any way to have these available to watch later i see streams in your profile that i'd love to watch but they dont load
  3. I think some people missed the point of clarisse. Its not meant to replace your 3d app. ( as said, you should look at it kinda like fusion/nuke, with more 3d features). But really the most awesome thing that this can do. Is create MASSIVE environments, that you can see in near real time. animations and simulations obviously should be done in other apps, and then brought in here with alembic, which is a near flawless way to transfer geometry and particles between apps. That damn volume rendering alone i think might make it worth the 1k. price tag. Along with handling massive environments.
  4. Anyone else have this problem? im getting a error... does this mean i have install directx 9 or something? ////edit: disregard, downloading dxwebsetup.exe and installing it fixed this problem. sorry for dumb question.
  5. http://www.000webhost.com/ install wordpress on it. get a nice theme from themeforest. and you are good to go. https://www.namecheap.com/ for domain and hosting if you need something better than free hosting. Best option. on name cheap. wordpress has server access privileges so it updates itself.
  6. Wow! thanks for that gun workflow! its just amazing!
  7. here is the spider model: https://copy.com/opsVXeEEfyiggnBs i had the same problem with 4.1.10B and 4.1.11a. virtual symmetry in retopo room was off. i turned it on, no visible effect on imported obj. as mentioned, i made a new model from voxels, retopo on it and i still have the same problem so i guess i'll just use 4.0 for uv unwrapping for the time being...
  8. so no one else is having symmetry issues while uv mapping? i tried making a new mesh from voxels and still same issue while in retopo room. the other side doesn't loop
  9. i dunno about 3 years ago computers got to a point where i don't really feel a need for more speed. 9for my work anyway) especially now with render farms available at very reasonable prices. Only reason im gonna update is really because my current set up is just embarrassing now =) judging from benchmarks i should get a 120% increase on the cpu and should get a 100% increase on GPU rendering ( still need to pick a gpu rendering engine though..) For 3 years, and updating from a low end i5, to a decent i7, that does seem kinda disappointing.. but i guess i'll get an sli board and just stick some extra GPU's in there later.
  10. ok here is another attempt to demonstrate my problem. is it just me? https://copy.com/AM0ucKGWAdlHubNr i dont want my uv's to overlap or be symmetrical. since i want to paint different textures on both sides.
  11. hey if it means current hardware price gonna drop, hooray for me i'll wait till next month to buy a new system then
  12. what if you bring a model you've modelled elsewhere to uv unwrap? the function works in old versions of 3d coat. I still got 4.0 installed so i use that.
  13. is anyone else having problems with symmetry when uv unwrapping? or is it just me?
  14. damn that strix 780 looks awesome. too bad i cant find an cuda benchmarks for it..
  15. Symmetry when uv unwrapping in uv room still doesn't work (when you hold the shift key to select loop, the other side only selects one edge not the whole loop)
  16. Well thanks to the awesome help on these forums i made progress painted in 3d coat. Then added hair in cinema4D. and final render there too.
  17. Ok sweet! thanks for that. So after importing them all at the same time i realized that all the objects apart from the one with the material applied to it imported with the uv sets on top of each other. so i went back in and applied a blank material to each objects and named it according to the mesh part. now its exports as expected. Now just to figure out how to export the textures i already have painted [edit]: when i change the titles in mesh and texture resolution, they dont seem to save. every time i exit and come back they have their old names. ( in my old spider file) I think it messed up because i imported the geometry without a texture tag, so they all have the same name.... [edit2]: ok so for now i just delete every object except the one i want to export and i can get all the parts out that way. For future reference: apply materials to your objects in c4d before sending them over to 3d coat. =)
  18. I used the c4d import plugin. here is a video showing what i did. maybe this helps. ( i didnt figure anything out, it was just misguided excitement)
  19. wow, awesome stuff! keep it up! looking forward to seeing more from you
  20. Nope, it just exports a psd with layers ( which is nice) But still only for one object also in the drop down menu when i select export all layers. there 3 uv sets to pick from and "all layers" which is wierd, coz i have more uv sets than 3..
  21. each object has there own uv tag in cinema4d. So yeah i guess they all use the same 1,1 UV space ( im a bit ignorant here). I just unwrapped them each separately in 3d coat.
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