Elowan
-
Posts
83 -
Joined
-
Last visited
Content Type
Forums
Calendar
Gallery
Posts posted by Elowan
-
-
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!
-
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
-
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?
-
good eveneing,in this videoat 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!
-
Great to hear that, RabenWulf
Cheers!
-
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!
-
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
-
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
-
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
-
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
-
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
-
-
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
-
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
-
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
-
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 ....
-
Thanks digman!
Ok, I´ll give Voxel a 2nd shot tonight..
-
Voxels are great for boolean type of operations as well... Surface mode boolean operations because of polygon intersection can fail...
... 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
-
Yes, do not count voxel cutting out just yet...
In the picture on the left is an appox. 350,000 voxel sphere. Cut and one overall smooth applied...
In the picture on the right is an appox. 1,000,000 voxel sphere. Cut and one overall smooth applied.
E-Panel settings border width set to 40...
25% falloff in the upper tool panel
An alpha that has a softer fallout itself.
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!
does 3d coat have the brushes i used in zbrush?
in General 3DCoat
Posted
hey Malo, kannst du meinen letzten post so bestätigen?
Grüße