Elowan
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Everything posted by Elowan
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does 3d coat have the brushes i used in zbrush?
Elowan replied to Flippers's topic in General 3DCoat
hey Malo, kannst du meinen letzten post so bestätigen? Grüße -
does 3d coat have the brushes i used in zbrush?
Elowan replied to Flippers's topic in General 3DCoat
Hi Malo, ja, ich sehe "artman penpack" bei den Pinseln... ich nehme an, die brushes/einstellungen sind dann unter den presets? Oder wie komme ich z.B. an die ZB-like trim/polish brush ran? Danke! -
does 3d coat have the brushes i used in zbrush?
Elowan replied to Flippers's topic in General 3DCoat
So to access the "artman's-presets", I´ve to install the package + go to surface mode + switch pen to "artman" + go to presets tab then I can select the "zbrush-a-like" brushes? Sorry, I am new to 3DC... Cheers! -
awesome - it really helps
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edit: Let me asek more clearer (I hope so): Can 3DC generate a quick b&w mask-texture of the peaks (white) and valleys(black) of an object/surface/voxel?
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good eveneing, in this video at 0:45 to 1:00, that guy creates a "peak and valley mask", which is used for texturing, later on. The Author says:"Actually the mask is just vertex colors applied to the mesh, and xnormal project the vertex color on the uv giving you a mask texture" Can we create such a mask in 3DC? Cheers!
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[Solved] Strange UV set when importing Re-topo model into MODO
Elowan replied to Elowan's topic in General 3DCoat
Great to hear that, RabenWulf Cheers! -
[Solved] Strange UV set when importing Re-topo model into MODO
Elowan replied to Elowan's topic in General 3DCoat
Did a final test, imported the fbx (the one that I did not UV-unwrap in 3DC) into blender. Well, in Blender it has one UV set, which could be edited - but it´s not empty. (did not manage to delete it, but maybe that´s my missing blender skillz) Somehow it contains all the polys in one square island overlapping each other... (hope that makes sense?) In MODO there is an empty, non editable UV-Set present, which shows no UV-Islands in UV editor, when selected. When exporting/importing the same model, but as obj instead of fbx, there is no UV map present, not in MODO and not in blender... (which is, what I expected) Cheers! -
[Solved] Strange UV set when importing Re-topo model into MODO
Elowan replied to Elowan's topic in General 3DCoat
Hmmm, maybe that was no retopo model but just an imported one, that was not newly generated.... Ok, I would say we have found the problem (maybe a final check when open fbx in another app, than modo) Greetings -
[Solved] Strange UV set when importing Re-topo model into MODO
Elowan replied to Elowan's topic in General 3DCoat
Thanks for testing - are you the guy from modo indie on steam forum? AFAIR I did make a trash unwrap in 3DC - but this was not showing up in modo... Maybe I did it wrong in 3DC? I just clicked "uv unwrap" when in retopo room and then went To file export right after that. Maybe I had to confirm or click anywhere else to accept the unwrapped uvs? Cheers -
[Solved] Strange UV set when importing Re-topo model into MODO
Elowan replied to Elowan's topic in General 3DCoat
Hey Malo, The problem isn't a missing UV set, sorry I was not clear on that. The fbx exported model from 3DC got an empty UV set, when I open it in modo... It is empty and can not be deleted in modo. I made just a simple, quick unwrap in 3DC - three separate uv islands and exported as fbx. After that I exported the same object as obj. In modo, only the obj model got right UVs, I made in 3DC - the fbx export did only have an empty Uv set, see first posting... Edit: But you're right - will check fbx in another app..could be the modo fbx importer, instead the 3DC exporter Cheers -
[Solved] Strange UV set when importing Re-topo model into MODO
Elowan replied to Elowan's topic in General 3DCoat
Ok, even when doing a complete UV-Unwrap in 3DC - the exported fbx will not have any UV´s in MODO. But - when exported as obj, everything is fine - the UV´s are present and there will be no empty UV-Set (!) So, maybe it is an issue with the fbx-exporter? Happy new year -
[Solved] Strange UV set when importing Re-topo model into MODO
Elowan replied to Elowan's topic in General 3DCoat
Hello Javis, I use 4.17. Cuda DX 64-bit Windows and Modo Indie (801 SP3) The problem with empty object is solved - just the issue with the strange, empty UV-Set is left... Happy new year -
Ok, I turned off symetry (as there really is no on the model) - but 3DC does not generate a re-topoed mesh, anyways... edit: PM with DL-link is out
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ok, I think I´ve found it... but still no (re) topology object visible/empty export hmmm, maybe there is an issue with the axis?! "transformed" my object, so that is sitting at 0,0,0 - but when turning on symetry-planes, there is a gap to the x,y,z axis (see image, please)
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Ok, the demo-head works 100%. One difference I notice, my object is not origin/pivot at 0,0,0. It has got an offset from the center of the axis - is there a way to "center" an imported object in 3D Coat? Cheers
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Hmmmmm, my exported fbx is just 5kb in size and contains no poly verts or whatever... I did Import a 1mio + poly. Fbx direct into retopo room and run the autopo tool. Then exported it from file export retopo object. Did I have to UV it first, before exporting? Maybe I should try 4.5 version
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hi there and a merry christmas everybody! today, I tried to AUTOPO a model - but I get no results: - Imported highpoly via menu for AUTOPO - Set polycount - skipped poly-desenty - skipped help-lines (also tried with adding freehand-helping-lines) After calculation was done, I went to menu Export Retopo-model - but it is just empty. I did not see any re-topoed model in the UV-tab (just the highpoly) 3DC generates a retopo-group an another "surf" object in tree - but shows nothing... I am on 4.1.17 D 64-bit windows Cuda DX
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[SOLVED] Voxel resolution for hardsurface sculpting too low
Elowan replied to Elowan's topic in General 3DCoat
Ok, I do not know what went "wrong" before... but now I manage to get good results with "x4" Voxel res. Thank everybody for the hints! /Solved -
We´re on SP3 right now ....
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[SOLVED] Voxel resolution for hardsurface sculpting too low
Elowan replied to Elowan's topic in General 3DCoat
Thanks digman! Ok, I´ll give Voxel a 2nd shot tonight.. -
[SOLVED] Voxel resolution for hardsurface sculpting too low
Elowan replied to Elowan's topic in General 3DCoat
... so that´s a (main?) purpose of voxels - having some kind of "MeshFusion"? You would use voxel mode for things like punching holes thru and such? cheers! -
Good work - only one little thing: a tad too much chromatic aberration was used in that render (personal opinion) Or maybe it´s just my old monitor Cheers
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[SOLVED] Voxel resolution for hardsurface sculpting too low
Elowan replied to Elowan's topic in General 3DCoat
looks promising... (and so this responsive & friendly community does ) Ok, so how to apply "one overall smoothing" - I will try to tinker with the settings you mentioned and look for an alpha... btw. I like to use a tablet+pen for 3DC Oh and a total noob question: I thought, voxels would be ideal for sculpting - but surface mode seems to be potentially better? So is Voxel mode for ruffing out/ block in rough shapes? What´s it´s purpose? Cheers!