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ScrotieFlapWack

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Everything posted by ScrotieFlapWack

  1. Hey guys, thanks for your kind comments. Digman worked really hard to get our workflow down in 3D - Coat so big +1 to him I'm pleased that you like the textures and think they pull off the creepy vibe we are going for. I am looking for some comments on how you guys do your texturing. When myself and Digman were doing the textures we used 2K maps for our UV set's, we have modelled modular units of our tunnels which take up a fair amount of space on the UV maps (we have squeezed as much space as we can out of them :P). We have been play testing the level for the last 2 weeks discussing what changes we can make before finalizing the environment textures and moving onto prop work. I would like to know if anyone has some tricks or secrets they would like to share about texturing and getting a clean sharp look on your textures without noticeable blurriness up close. Digman's offered his expertise showing some tricks on smoothing normal maps and base textures which he brought into our workflow, we have also been using the layer blending modes to the best we can. If anyone else has some other tricks on how to get cleaner, sharper looking textures up close please drop us some advice We are open to any advice and comments, so if your willing to share thank you very much!
  2. Please artman. A video would be amazingly helpful!
  3. @artman. Would it be possible for you to explain more about this workflow? I use dDo and have purchased the new Suite as well. I am still learning how to use it properly so your post doesn't make to much sense to me at the moment lol I have been using dDo but I've manually been adding details to my UV's which doesn't look as nice for wear and tear. I've tried importing the dDo swatches FBX but it only loads a bunch of spheres no colour is on the spheres and I don't know what to do with them. Any help would be appreciated. The dDo forums is just full of people who don't answer and expect you to just know these things that's why I decided to post here.
  4. Cheers Javis! I feel a bit stupid now lol. I followed the instructions and downloaded the latest build and its all working fine
  5. How do I get the V4.1 Beta? I am a Steam user I have updated to 4.1.00, I keep getting crashes in the retopo room when unwrapping my models. I don't even get the option to fill in a bug report 3DC just shuts down completely as if I hit the X button Really need the updated version cos this stops me from working. 3D - Coat is my only tool I use for UV'ing I tried the steps in the forum link that carlosan posted above but in my 3D - Coat V3 folder I have no files at all (apart from one called Exchange) all my files are in 3D - Coat V4 folder. I am so confused, I am lost without my 3D - Coat lol.
  6. Yes been waiting for this. In regards to fuzz on the Steam sync issue. It does seem that I am also getting the same problem. Steam only recognizes me using 3D - Coat when I open/load a project if I start a new project it doesn't seem to show me using the app. It would be nice to have it working properly for the hub features cos I noticed that the Steam community page for 3D - Coat is pretty dead. I view it a lot at when I'm at work and I know fuzz does as well.
  7. Yeah, I wouldn't really want to keep restoring my system to be honest. I have found out however that being as I am a 3D - Coat user on Steam the Steam users have an older version of 3D - Coat than the users who have bought it from here. I think Andrew said 4.1 will be out soon and that will be available on Steam, so it may be that I am using an older version which is why my CPU is having problems.
  8. I've been doing retopo with custom shapes I have made in Blender and 3DS Max. I just scale them to fit and thats pretty much it.
  9. Does anyone have some good links where I can find information on how to cut up a model for use in a game engine. I mean what is the most efficient way to retopo your model and then mark the seams for the UV's. I struggle with the poly count and marking the seams properly for good texture space. I want to know the best methods for estimating the poly count of models to work well in a game engine.
  10. Cheers JimB will send an email across to them. I don't know how the update system works on Steam, but I know that we are falling back behind as the current version of 3D - Coat on Steam is V4.0.03, at the moment. The version on the website is V4.0.17A. I don't know if Pilgway have forgotten us Steam users or whether Steam only releases stable versions of 3D - Coat.
  11. Hi all, I don't know how many of you guys are Steam users of 3D - Coat on the forums, but I was wondering when our next update is coming? Looking at the version here on the site and the Steam version we are falling a little behind on the updates I did notice that the beta branch has gone from Steam and was wondering if this is preparation for an official update of 3D - Coat on Steam? We are currently on V4.0.03.
  12. ScrotieFlapWack

    GasFlasche

    You did this in the paint room?
  13. I don't tend to use the res + a lot. I think for now I'll have to model things in small parts. The game I am working on at the moment we are taking a modular approach to the level design and I'm hoping the textures for the model will do most of the work for making them look pretty. So all I need to do in 3D - Coat is a small bit of sculpting for cracks and splits in the walls and stuff and the basic shapes that make the environment up. Are the 3D - Coat devs aware about some users having high CPU usage? Or isn't it a big problem for most people?
  14. I've made a start on mine. I didn't want it complicated only cos I am still learning. Here is a Karambit Knife. Seen in Splinter Cell: Blacklist and Call of Duty: Black Ops II. Please give some feedback
  15. Thanks Denis. I have taken a look at his channel. A lot of very good videos. When I get some extra cash I am hoping to get more of Jarvis tutorial videos's. I bought the Atlas Armour tutorial after about 2 hours of following the video's I feel pretty comfortable modelling simple things in 3D - Coat. Thanks to digman aswell for showing me some stuff about boolean operations and retopo etc that helped me alot!
  16. I am having this issue as well. I did a post in the discussions board on Steam, but I don't think anyone looks at that. Does any one else get issues with their CPU when using 3D - Coat? I run Norton Antivirus on my system and whenever I use 3D - Coat I get a pop up on my screen saying about 3D - Coat using up most of my CPU. I don't know whether this is an issue with Norton or whether 3D - Coat uses up a lot of CPU. I have a NVDIA GPU and I have tried using the CUDA launch option but I still get the pop up on Norton about my CPU. I find that when I'm modelling things in Voxel Mode which have a lot of volume, that is when my system starts lagging and I get the pop up about High CPU usage from 3D - Coat. My system is over the recommended specs. Processor: AMD FX-8350 Eight Core CPU (4.00GHz/8MB CACHE/AM3+ Motherboard: ASUS® M5A97 R2.0(DDR3, USB3.0, 6Gb/s, Windows 8 Ready!) RAM: Corsair Vengeance DDR3 1600MHz 16GB GPU: EVGA GeForce 660Ti Power Supply: Corsair CMPSU-800GUK Gaming Series GS800 High Performance 800W Power Supply
  17. Ahh wow cheers digman! I really need to brush up my skills I am still pretty new to all this and retopo isn't something I full understand how to do in 3D - Coat. I know that retopologizing your model is essentially lower the polycount for your model for game use along with making sure your topology is clean for your UV's as well. I feel I still have a lot to learn though
  18. I think I might actually give this one a try. I need to brush up on how to use 3D - Coat. I feel comfortable using it, but I feel I am missing a lot of knowledge on how to use it properly to get very good models out of it.
  19. Hi Guys, I am running into some problems. I am currently developing a game with a team of people and I am trying to model the environment, we want to take a modular approach to this. I am really struggling to start something in 3D - Coat. Would simple planes be ok to model the walls and floors and then use other primitives for detailed things in the environment? I find that most things done in 3D - Coat are character based and I haven't seen anyone use it for modelling environmental things like buildings, scenes etc. I really want to use 3D - Coat because I haven't been using it as much as I should (I've bought the full commercial version and at the moment feel like its just taking space up on my hard drive). Any help on how to get started, such as the right tools to use, should I model in voxel mode or surface? Thanks.
  20. Been trying to fix this all day and its not going very well lol. Don't know what I am missing, really want to get a brick effect like this one: It's for a wall I want to make for a game project I am working on.
  21. Sorry, just tried again and I still got the same problem. I've recorded for you using Jing so you can see whats happening (sorry about that wasn't thinking before posting :P). I have two screens, on the screen you can't see I have 3DS Max up with my model loaded, I am using the AppLink to bring my model in from 3DS Max to 3D Coat. Sorry about the first few attempts I was rushing to show you and forgot to pick the voxel object option on the applink and kept bringing it into the paint room (I am still pretty much new to all this). Anyway as follows here is the video, when I get my model into the voxel room you'll see all the layers I was talking about in my previous post they all have S next to them and when I change it from S to V I have to enter a polygon amount and then once I done that and select the layer I am able to sculpt surely though this shouldn't be the correct way. Also when I pick the top layer and choose the combine with children my object changes and there is no longer my bricks it just changes to a complete mess lol. I can record again if you want a better look at it all. As I said I am still learning so I am very sorry if I am being completely stupid and just missing something very basic. http://screencast.com/t/82rpbZZ9Z
  22. Thanks for the reply AbnRanger but I think I solved the problem. I used the applink for Max which I got today. I had to turn each brick from surface to voxel mode and enter in the polygon amount after I did that I was able to sculpt onto all the bricks and they are all in separate layers aswell which is pretty handy
  23. Hi Guys, I made a simple brick wall model in 3DS Max using basic primitive (the cube to be precise). I have exported this as a .OBJ file and when I import it into 3D Coat so I can sculpt on my bricks all the layers are in surface mode and it doesn't let me sculpt. When I change a layer for a brick to voxel mode 3D Coat asks me to enter a poly count. I am still pretty new to all this and not to sure what I am doing. All I want to do is export my model of the wall from 3DS Max and sculpt on the bricks in 3D Coat. Am I doing something wrong whilst exporting or is it because I used the cube primitive to make my wall and its just a hollow cube with no polygons? I'm not entirely sure where I am going wrong and some advice would be highly appreciated If you need some screenies I'll be happy to upload them.
  24. Hi Guys, I am having problems installing the App-Link for 3D Coat and 3DS Max 2014. Any help would be great. Thanks!
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