Jump to content
3DCoat Forums

DrKrieg

Member
  • Posts

    9
  • Joined

  • Last visited

Everything posted by DrKrieg

  1. Have you seen the "Texture Export/Import Workflow" options under "Textures" in the Paint room? I haven't used the new PBR stuff yet myself but I'd imagine that changes the format you export, you'll just need to use the same setting as the engine your textures will be used in.
  2. Cheers, it's very much appreciated!
  3. Hey, Just dropping this link here incase any lovely individual has approximately 2 minutes spare. It's part of the production that supports my dissertation. https://dl.dropboxusercontent.com/u/1448…/Build1/Build1.html Instructions are provided at the beginning, at the exit it brings up a 2 question survey. Your help would be much appreciated! Cheers!
  4. Just recieved an update on Steam cheers, any chance we could get an optional branch on Steam for future beta updates? I've got games that have as many as 5 beta branches in their properties menu, it's a very handy feature!
  5. My explanation may be confusing so I've created an example to show what I mean. This is how my first attempt tends to look. I create a cube and carve some detail on for the normal map. As can be seen much of the area of the texture has not been used, I could crop this down but then I'd lose some of the resolution. I then start to scale the voxel object up to fit the full size of the texture. This one is way too big. I take it down a bit but you can see the outline of the cube's edge. Finally I can get it close to fitting. I'm hoping someone can let me know if there is a way to make sure the voxel object measures up to the texture size without the trial and error above.
  6. I'd say the bigger and fluffier the tache the more jovial it would appear. Generally speaking, though whether or not that applies here I don't know. Eye brows will bring his expressions out more. When I think of sinister looking bandit/cowboys I'd say the smaller the gene pool the better. Nothing better than an inbred looking thug.
  7. Hey, a couple months into using this wonderful program now and first post on here. I'm having trouble finding an answer on old posts so thought I'd ask you friendly folk. I'm busy making some tilable textures for some objects using the "Export Depth Along Y Function". The feature is amazing but I'm having trouble scaling the sculpted object to fit the texture without trial and error exports. Could anyone enlighten me as to whether there is a feature to a frame or preview in the viewport, the area I need to occupy with the object, so I can get it right first time?
×
×
  • Create New...