Jump to content
3DCoat Forums

dimitribastos

Advanced Member
  • Posts

    269
  • Joined

  • Last visited

Everything posted by dimitribastos

  1. Thanks, man. Thank you very much, Taros. I'm really honored for be featured on your blog. Thanks for this. About the other images, their links are dead. I will upload again and edit all my posts. Thanks!
  2. Hey, guys. Long time no see. Here is a new 3D Coat sculpt, as a part of a bigger project. Hope to share it with you soon. It's a tribute to a game called Maui Mallard in Cold Shadow.
  3. From the album: FanArt

    First render for an upcoming project. Hope to show more very soon. Hope you like!
  4. Hy there, Jose. Sorry for let you waiting so long for a response. It was rendered on Modo. Thanks.
  5. Thank you! As you wish: Character Sketch #7
  6. Exactly! I started out with some kind of heavy metal motocycle dude haha.
  7. Thank you very much for your kind words. I hope to continue to bring more stuff!
  8. Hey guys, thanks! 3D Coat is an amazing software.
  9. Hi there. Here I will post some work in progress or finished pieces. I started 3D Coat a little time ago, so there is a lot to learn Character Sketch #1 Character Sketch #2 Character Sketch #3 Character Sketch #4
  10. Thanks for your response and I'm very glad to be aboard 3D Coat's ship. But I guess that I'm doing some sort of newbie error. I can not find the artman's preset anywhere, even on the presets tool through windows > popup. When I manually installed the preset on the 4.1.12 version, they were very few compared to what I was using on my Steam version. Any tips? Thanks.
  11. Amazing, Lucas. Glad to see another brazilian here.
  12. These presets are still good to use considering the V4.1? New user here.
  13. Well I have solved the normal map issue: setting the gamma to 2.2 in texture properties in Modo and inverting the Green channel (Y).
  14. Oh, one more question. My baked normal have some strange vertical shading, as you can see right in the center of the mesh. It is very obvious when rendered on Modo, Cinema 4D works fine.
  15. Hi there, I'm trying to figure out how to bake, painting and export from 3D Coat. I'm a new user, with a few days using 3D Coat, and while I guess that I figured out a lot there is still some holes in the learning process. For example, right now I'm trying to work with Per Pixel Painting, exporting normals and so on, so I have a couple of questions about this: 1) When I try to export displacement from my PPP process, it only exports the depth changes made while painting, not the entire mesh deformation. Why? 2) My normals seems weird when I import them inside MODO 801. As you can see from the images, the second one (MODO) seems to be inverted compared to the viewport on 3D Coat. 3) and a vertex painting question: is it correct to subdivide my mesh to use displacement maps in Modo? only this way I can get proper displacement (and rising up the displacement settings in modo - maybe a scene scale issue?). Thanks!
  16. For not creating a new ttopic, let me ask you something as a new 3D Coat user. I don't get exactly why do we need to paint depth on the Paint Room. If all the details are already sculpted on the Voxel Room, why bother with depth again?
  17. Hey, man. Thanks for your help and patience I'm already figuring out. Great piece of software.
  18. You're right concerning Voxels, but on the Surface mode there is no Res + option, only Resample. You mentioned the live clay, I'm reading about and it allows me to add details on the go. Maybe is this the correct way?
  19. When I decrease density (I think that it's the correct way to add more fine detail, right?) the mesh changes size, like this: So, if I have more than one layers with meshes, their sizes will be different based on surface's density? How can I handle this? uniforming all meshes' density?
×
×
  • Create New...