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ScrotieFlapWack

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Everything posted by ScrotieFlapWack

  1. Does the modding tool have a layer limit or any limitations when compared to the full paint room of 3D Coat (smart materials, stencils, alpha brushes, occlusion/normal map baking, etc)? Also do people who own the full version have the ability to easily load/extract (whatever the modding tool does) game models for skinning/modding? I would be interested in buying this just for a bit of fun and the ease of use sells really well for me, the quicker I can get game models loaded and ready to texture/mod without any fuss the better
  2. I'm just thinking lets say you have some really good reference images of the front and back of an object, (left and right doesn't really matter so much) and the top and bottom. There is no way of doing that in 3DCoat I agree it would be a good addition to a feature update.
  3. Yep my graphics drivers are up to date and I'm using the Steam version which as far as I'm aware is up to date
  4. For some reason my grid doesn't update in realtime. When I make changes I have to hide then show the grid again to view the changes I've made (even when displaying the XY, YZ, etc workplanes)
  5. I know how to add references images but it seems to me that only one image can be added per axis. Is this actually true? If not then how can I add multiple reference images to one axis?
  6. How did you adjust the size of the 3D grid? Can you also have subdivisions within the 3D grid as well?
  7. Hi, I am trying to learn how to leverage the grid options inside of 3DCoat in order to make really precise and straight cuts on my objects. I've been messing around with the 2D grid along with the work planes but I can't seem to figure out how to use them properly. The 2D grid is very strange because when I zoom in and out in the viewport the grid is fixed and doesn't seem to scale accordingly (which is a nightmare because it takes ages to get it placed properly). How can the grids be used in a proper workflow specifically a workflow that involves the cut off tool and want to cut precise, straight lines. Thanks!
  8. Hi, Is there a way to transform using grid snapping? I am adding primitives to my scene and I want to snap to the grid when moving them, I also want to be able to use the Pose Tool and Transform Tool and Cutoff Tool and be able to do specific cuts that snap to the grid is this possible? Thanks!
  9. I am really struggling with these shapes. The sphere shape isn't completely spherical because I've cut off part of it to make a portion of it flat. I'm drawing my strokes and choosing the number of segments, I'm changing my brush (in the E panel) to a circle and then dragging out strokes that way for close to accurate strokes with my chosen number of segments but then when I start drawing intersecting lines none of the actual segment points "stick" or "weld" together, I am then hitting Enter and 3D - Coat is just crashing on me, I think it might be because I have drawn too many strokes, I just don't know how to start this haha. I've been trying for a few hours but not really getting anywhere, I want accurate and clean topology and this is why I am using strokes with the circle stroke because points and faces seems a little messy, unless there are methods to cleaning that up? Thanks!
  10. How do I commit the symmetrical copy of my topology to the other side of my mesh? Right now when I turn off symmetry the other side is removed
  11. How can I connect my strokes together? I am hold control and click on the vertices and then moving to the next vert but nothing is welding together. I want to be able to connect all the vert's all the way to the back of the sphere to get a clean line. I used the sphere brush using the strokes tool to get this far
  12. Every time I draw strokes 3D - Coat seems to crash.
  13. I am looking for some help and advice on where to start to retopologize a model I have completed in 3D - Coat. I haven't tried Autopo just yet as I don't really fully understand the options and methods I should be using. Here is my model: Any advice on where to start when retopologizing this model would be appreciated. I don't know if there is quicker ways to do this, the model isn't all that complex either. I am hoping to get really clean topology for this model as it is going to be a previewer mesh for a game engine (as you might have guess from the logo in the middle of the model xD). Thanks!
  14. I have managed to do this now. I used the Pose tool and used the Ring mode and scaled the object
  15. I am trying to taper an a cylinder in 3D - Coat but I don't know how to do this. Like in the image: But rather than taper the object from the end I want to taper from the center so the center looks more skinny than the ends. Is there a way to do this in 3D - Coat? I am not importing geometry I am using the primitives in the voxel room. I've tried to scale it from the center using the transform tool but I can't seem to get the best results. Thanks!
  16. Just posting back to ask will this problem get resolved? Would be great if it could be fixed.
  17. Amazing work! The resolution on this looks awesome too, very cool and I love all the detail
  18. Yeah, as Gary Dave said when loading 3D - Coat up through my Steam library it doesn't seem to track me using it. When I load up 3D - Coat my status on Steam changes to using 3D - Coat for about 2 seconds and then puts me back online. This is a tad bit annoying because I'll be working in 3D - Coat and my friends will be asking me to join a game with them because my status shows me as 'Online' and not in 3D - Coat. Also Gary is right, it doesn't track your hours at all. I think this issue has been raised before (by before I mean about 2 years ago) and it never got fixed. I really hope this get's fixed, it's such a small problem and seems to be something that (probably) can be easily fixed.
  19. Just posting to say that this is still an issue. Whenever I go on 3D - Coat on Steam it still shows that I am not in the application. Just wondering if this will ever get fixed?
  20. Awesome, sorry Micheal I totally forgot to try your suggestion. I think that is the simplest way of getting this shape so I will definitely give it a try and see how it works out. It's just this bit I am struggling with, with this part out of the way I can add the little details like how all the parts connect to the base and then its onto the fun stuff, retopo and UV Really looking forwards to the texturing of this though haha! Just to add to this post here. I watched and purchased Taros awesome fantasy weapon series on Gumroad and in there he uses this method for making rope but he did retopo and bake the rope, do you suggest I do this to the bottom part of my train. I guess I would prefer to retopo it altogether (cos I'm a bad ass haha). Any models you use as presets do they need to be retopo?
  21. @Ballistic_Tension, that's a cool method I can kinda see what you mean. Myself and Digman are going crazy on Skype trying to come up with a good process on getting this kind of shape in a simple and efficient way haha. One that doesn't require fiddling with the sculpting tools (if that makes sense). If only you could sketch out shapes in 3D - Coat rather than having to always start off with a primitive it would make it a lot easier. We kind of achieved the flare effect with the pose tool but then we realized that the body of the train needs to have a fairly steep but soft taper outwards at the bottom so when you combine the flared our shape they flow nicely giving the profile we are after. It's a real head scratcher this one but we will crack it and I gotta say thanks to Blaster for the generous deadline on this challenge haha
  22. Getting the basic shape is no problem, I can use the cut and clone tool, or vox layer, etc. It's making that shape actually deform into a bell shaped curve which is what I am struggling with Being able to deform a shape with a very specific selection is what I am looking for but I don't know what tool would achieve that. The brushes in the E panel would help me make specific selections but there isn't any tools to deform a basic shape. The primitives tab has two shapes which have a bounding box with four control points, this works nicely for deforming shapes but you can't add control points to do specific or further deformations, I'm kinda stuck on this at the moment. I'm working on other elements of my tin train toy but I would love to know an efficient/simple way on how to do this, there must be a way haha. I have been fiddling with tools and brushes for the past few hours now trying to achieve something close or even have an 'ah - ha' moment but nothing is coming my way, I seem to be just fighting with the tools, I could just make this shape in MODO in a couple of minutes or even seconds but I want to be fluent with 3D - Coat plus the challenge rules state that only 3D - Coat can be used to make the end result.
  23. I am still struggling with the bell curve at the bottom of my tin toy train. I have tried various ways to get it to bend but none of the tools I use seem to do the trick. Cut and clone works great as I don't need to go in with the curve tool to get my shape. Getting the actual shape though isn't really the issue its bending it that is the problem. The warp tool doesn't really do the job I want it to do and I have fiddled with settings for a good hour before giving up haha. It would be perfect if there was a tool where I could draw a curve (with one of the curve brushes in the E panel) and then extend voxels along that curve and be able to control the thickness of the curve along with a taper so you can get really exact and then use the sculpt tools to define your shape.
  24. Thanks for the advice guys. I think making the part separately and using the curve tool may work a bit better. I will try out your suggestion thouh Grimm, only because I've never really used the cut and clone tool xD Awesome tank by the way, keep going with that one. Love the vibes in this forum very collaborative even though we are all working on our own pieces. I think this will be an interesting challenge
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