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ScrotieFlapWack

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Everything posted by ScrotieFlapWack

  1. Thanks for the advice fuzzzzzzz. I had a chat with my friend on Steam last night and he let me fill in the educational application on Autodesk website under his school. So luckily I now have the student licence for 3DS Max for 3 years free. Just gotta learn the software now :P
  2. I feel a bit stupid. My apologizes Carlosan, I just realized what you meant. If I make my models in 3D Coat and then export them as .OBJ into Blender, then use the CryBlend exporter to use them in the CryEngine? That would work wouldn't it?
  3. Thanks for this Carlosan! The problem is I don't really like Blender and find it very overwhelming (being new to CG and 3D modelling) this is pretty much why I bought 3D Coat. Is it possible to program an exporter for 3D Coat? I mean if there is enough requests for it, do you think they will make one for 3D Coat? If not I think I might be best looking for another engine to make my games on as I can't really afford Max or Maya even on a monthly licence
  4. Ahh I see, I didn't know this. Would I need to export as a certain file type to use?
  5. It is possible to build in 3D Coat however if your looking to export from 3D Coat and import your own models into CryEngine then you won't be able to do this as there is no DCC Tools that are supported for 3D Coat. I have posted about this in the forums here, an exporter would be great so we can directly export from 3D Coat and into CryEngine instead of exporting from 3D Coat and then opening in something like Max or Maya to export for use in the CryEngine. I unfortunately don't have Max or Maya as 3D Coat is the only modelling software I own and Max or Maya or zBrush seem way to expensive for me (plus I don't think the workflow or tools would be as easy to use as 3D Coat). Please if someone can make an exporter I am pretty sure everyone else in my position would be very grateful!
  6. Just a quick post in regards to CryEngine and 3D Coat. Today I have learnt how to import models into CryEngine the only problem is you do this via a DCC Tool. For the CryEngine as far as I know they only support 3DS Max, Maya, zBrush for the DCC Tools. I was wondering if anyone here uses CryEngine and 3D Coat together and if you guys have anymore information? I have asked about this on the CryDev forums however, it seems I'm not really getting a response on there
  7. With material masks is it possible to make these in any other program? Or is it just Photoshop? I use a program called Black Ink made by Bleank and I don't think that it is possible to make greyscale images in there for material masks.
  8. Thanks alot. I watched all of these videos. Thank you so much for recommending them, this has really boosted my knowledge and workflow. I understand about UV mapping and retopology. I have a general workflow now when modelling. Just gotta learn the paint room now
  9. Thanks Timmy, I think I'll try the way Chris said first and failing that I go and check out the Polycount forum I feel I need to first learn 3D Coat in general before jumping ahead of myself Many thanks!
  10. Awesome thanks Chris! I didn't really think of doing this. I thought like Maya there was a way you could measure your objects in 3D Coat. I will try this though and see how I get on As for the issues I'm having with the black parts on my model when painting, I think this is me doing something wrong during the AUTOPO stages :P Thanks again!
  11. Thanks alot AbnRanger, everyone is so helpful on this forum and I am thoroughly enjoying using 3D Coat. I'll check out the tutorials page and see if I can find it! Thanks again!
  12. Will these work on the Steam version of 3D Coat?
  13. I have the same issue. I mainly want to use 3D Coat to make objects for games things like, a wall and ceiling and floor, so I can bring this into any game engine and use as a prefab and put it all together in there. The problem I am facing is once I have made my model I have no idea what to do with it next. Is there a workflow for this particular type of thing? Is there something set in stone for what I need to do? Thanks!
  14. At the moment I am in work till late tonight. I can definitely post a screen shot later as I am most probably going to continue trying to model and learn alittle more. The model is a simple box, I used a cube primitive and flattened it and started to add detail on the top to make it look like a rocky floor. I sent it to the paint room by doing AUTOPO on it first (I unticked edgeloops and picked AUTOPO per pixel). I went through the AUTOPO wizard where it asked me about millions of polygons and I could type in a value there it also asked me about smoothing which I kept to 0 after that it then covered my model with a UV I believe and I had to adjust the outer and inner of the UV once I did that I then went onto the option for baking occlusion and after that it automatically showed my model in the paint room, but it was all black and vertical instead of horizontal and I couldn't see any of the detail I put onto my model. Plus when I exported it as an OBJ file and put it into the Unity engine my model looked all shiny with no detail on it at all and was very big in scale and some of the edges and corners of the model where really disfigured and warped.
  15. Just a quick post in regards to the measurements and the scale of your models. Basically I would like to know when working in 3D Coat and doing a model that you plan on using as a prefab in a game engine (something like a wall, floor, ceiling) how are you supposed to know the scale of your object and how it will look in the game engine? As an example, I am currently trying to model prefabs for a game I am planning on making in the Unity engine. I started first by making a small cube flat then adding some bumps and cracks using an alpha brush just to get the general effect of a rocky floor. When I did retopo on my model I hit some issues, firstly after completing the retopo of my model when it was brought into the paint room it didn't look normal, I had alot of problems with black parts of my model and for some reason it would sometimes be vertical instead of horizontal (the way I modelled it in the voxel room) continuing on I exported my model as a OBJ file and then imported it as a prefab into Unity 4. When bringing the model into the scene view I could see that it was very big in scale and all the detail that I had put in on 3D Coat was missing it just looked like a shiny square tile (that might be cos I didn't export the normal map? I'm not sure). What I would like to know is if there are any people modelling prefabs for use in game engines how do you work in 3D Coat with the size of your model? Sorry if this post doesn't make sense I am new to all this and don't know if I am explaining my problem in the correct way.
  16. I was finding after doing retopo on a voxel model I made (I did this via the AUTOPO per pixel, with edge loops unticked as it was a simple floor tile model I was hoping to bring into Unity to use) after finishing the AUTOPO wizard when my model was brought into the paint room I had a lot of weird colours on it and sometimes it would be vertical and my original voxel layer would be flat and horizontal. After retopo usually my model would be all black aswell. Not to sure whether I am doing something wrong in the AUTOPO wizard somewhere.
  17. Thanks very much Aleksey, I will give that a watch. As I said its the process after completing your model which confuses me I am not to sure what the next steps to take are.
  18. Hi guys. I am new around here and I am also a new user/owner of 3D Coat. I literally have no knowledge in 3D modelling but it is something I am very keen and commited to learn and have been doing so for the last 2 months. I have watched numerous videos and I am also a subscriber of the Digital Tutors website, which has really boosted my knowledge and taught me a lot about game development. I am finding a lack of information on 3D modelling and there are a few things I would really like to know in order to progress and better my skills. I don't want to sound stupid in anyway but I am an absolute beginner and would like to know the workflow or process of creating a 3D model in 3D Coat and preparing it for use in a game engine (for the record I am currently using Unity 4). Sculpting isn't an issue as I find this very practical and creative and I have no problems making models, it's the next stages that I don't quite understand. After creating your model what would be the next step in preparing it for use in a game engine? Would you have to retopologize the model and then UV map and export as OBJ file? This may be a stupid question but I am trying to model simple prefabs for a game, things such as, walls, floors, pillars etc, for a level I am going to design in the Unity game engine. The problem is I don't know what I need to read up on to learn as the steps once completing your model aren't very clear. My question may not make sense as for all I know there may not be a set process of how this all works but, if someone could point me in the right direction I would very much appreciate it as I am reading and learning things that I am very unsure of. Cheers, Dave.
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