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Ballistic_Tension

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Everything posted by Ballistic_Tension

  1. When , How (which bake option : per pixel w / disp / normal map/ PTEX , ??? , UV Unrap it ? your workflow: and does your object disappear when you turn show voxels to OFF (in paint room) ? just trying to get more info when are you adding texture/paint onto your object ?
  2. You should be able to use the tools on the bottom of Retopo Groups . Select all faces of this Layer > then switch Groups and use the Move selected faces to the current layer .
  3. Up top there are 3 balls Green,Blue, and BLACK make sure the Black one on the right does not have a X through it . That one is the Glossiness Channel click on it . Hope that's it.
  4. when you select a Smart Material a Long Window will show up its called Preview Options it is here you will find the magnifier it will be on the right side. You can also move the Smart Material Preview window over your object to see how it will look .
  5. he looks great ,maybe add to the neck to get his head up some. for me to much symmetry in the clothing ,small shoulder shields, jacket upper leather . make one belt a different color and change buckle . Raise up the kilt some not much and one last thing he has Gum on his boot lol usually a warrior is all out of bubble gum... He does look great perhaps he is part of a clan and thus is wearing the required uniform . Give him a tattoo or some beard beads.
  6. We call it a CME Carlosan Matrix Effect ...... just the near mention of him even viewing a question will fix it .
  7. before importing add a color material in Cinema4d .color id it for different sections on your model a different color / name for each part. Then when you import into 3dc you should see the Surface Materials with those materials listed / parted out . if you don't see it go up to Windows Tab drop down list Pop ups then you can hide them to show and not show when painting. To make it easier when you have alot name your materials as the parts they are ex: engine_ring rear_rivets etc as to easly know where on your model they are. hope it helps
  8. In sculpt room using voxels I have layer / volume_1 and layer / volume_2 I right click and subtract from vol_2 to cut into vol_1 it works great but vol_2 is gone after . Is there a way to just cut into vol_1 without losing vol_2 ? I could make a copy on another layer of vol_2 . thanks
  9. In the video 25secounds in you can see all the surface tools are available . That is because under VOX TREE the Layer EYE_01 is active and that layer is in SCULPT MODE it has a S not a V in front of it only then will you see all the surface tools you are missing . In the video if he where to switch to say layer Teeth upper you will Not have all surface tools there because that layer has a V which is Voxel Mode . For the field box to change the numbers are you Right clicking on it because you have to LEFT CLICK to change #. last just wondering what your machine specs are . Hope this helps some.
  10. it is hard to see if your in perspective View or Ortho view number pad 5 will change it . if your in perspective view and do say cut-out it will Skew across your model . Ortho is what you want. Also can see/change under VIEW : down at bottom you will see a check box for ortho. also you can click on the cube next to the Grid icon. myself I don't like the cube icon with the v line look . just a O or P would let a user know which mode there in . Hope it helps if not 1 less item off list of why.
  11. ok my bad . I am on win 8.1 3dc ver 4.7.07 and all works on my end . Just me not understanding the non- pattern .
  12. I think try where it says Pattern Type ( no pattern) click on to see dropdown list . Hopefully this is what your looking for .
  13. In Paint Room : When using custom made Alpha Brush able to move center pick point ( the white dot that makes it active ) off center . or be able to pre pick where you want it to be. ( This is alpha brushes mostly when I use a photo) . Also would like the option for it to be square when picked instead of round . I am sure there is a name for the tiny white dot / cursor ??? I don't know it.
  14. In Paint room to be able to just clear a layer. I know you can delete it but then I have to add new layer and re name it a 2nd time = more work. You can already do this in the sculpt room so it would carry over to paint room .
  15. Mmmmmm Deep thought on this one . now I am wondering how far H.G.Wells went ? I will hopefully complete this challenge as I have 2 incomplete ones now lol .
  16. What I suggest for the order of the Room Names would be a simple fix and is better then what is there now IMOP . most people read/go left to right >>>> so most of time one would Start in: Sculpt then Retopo then go to Paint room >workflow #1 . Workflow #2 Start in (import) : Paint use Tweak and UV room . That is all Left to Right and the UV room is farthest away from workflow #1 . The way it is now one goes Left to Right >>> and right to left <<<<< when using Retopo and Sculpt and if I am going the other way the UV room is in line after retopo . I want to get the Paint room in the middle it is at the end of # 1 workflow and the beginning of its own workflow #2 and the tweak UV are good as is. ( Get the UV room as far away from Retopo) Basically just add ANY visual clue for the possible workflow that 3dc says you should do Most of the time . It would help new users .
  17. Yes very curious indeed ...... game changer as in switching form PlayStation to X Box or you have your own platform brand called XStation_2000 Mmmmmm .
  18. This will be my new background for my computer excellent work . The colors are spot on and having it driving into the on coming night showcase the front headlight. I cant wait to see the water spray up off that center wheel when out in the rain. It will take out street lamps
  19. I think it could help if the rooms would be in a order of association / work flow used most of the time. A New layout (left to right) : Sculpt Retopo Paint Tweak UV RENDER with space as to show they go together. You could use a different font or bold text for sculpt and retopo anything to give the user a visual clue. myself if I could I would just color code the text : sculpt and retopo (3dc blue) and paint,tweak,uv (3dc green) render room white default. bonus would be the Paint 1/2 blue to orange in the text being paint is at the end of work flow and the beginning of its own work flow . what is there now is confusing or should I say no help for new users. Thanks for your time.
  20. The Retopo Room Has its own UV Tools you use them in the retopo room . Do all your UV s in the retopo room . you DO NOT go to the UV ROOM as your photo above ! (you will not see model there) That room is for when you 1st bring a model into 3dc to the Paint Room 1st and if that model has uv s with it to work on / see those UVs you would then use the UV ROOM. Re: cap Paint , Tweak , UV these rooms go together. and Sculpt , Retopo go together ( retopo has its uv tools in it so then you can bake and move on to the paint room or just export out all maps. Hope it helps
  21. just watched the video on this weapon excellent work . I will watch it again at slower speed to learn more I like the color id and will go that way on my next model.
  22. Excellent work by all to complete there visions. Ye-old sea turtle for the win . Awesome !
  23. From your screen shot top 1st one your model is very big verses the grid would explain why the 23,000,000 count the bigger scale = more voxels to keep sharp/form but only voxel mode. . auto scale is just the opposite for me I don't see my model then I do coming in from Blender. try a default cube from Maya with auto scale to see how big. But whatever is working for you glad I could help some. Note Shift A should get you back to your model.
  24. in the paint room up top row click on VIEW > then check show voxel in paint room.. too get a model in view port use Shift A that will center it in view. Your model is in voxel mode in the Sculpt Room go to Retopo Room in there you can retopo it Bake and UV it . the Retopo room has its own UV tool set in also. The UV Room you are in above would be if you brought your model in 3dc into the paint room and you could use the tweak room and the UV room . I wish 3dc would just color code the rooms for a visual clue of these work together in most situations. If you go from sculpt room to paint room in voxel mode you will be painting directly on you model . you could import your model With Out voxelization its in the Tool Options panel pop-up when you bring your model in check the box. I also hit Auto Scale then hit apply . this puts your model in surface mode it will be the same as it was in your other program .
  25. for #2 hold Alt and left click on the EYE icon on the layer your on . also works with ghosting them. #3 RIGHT CLICK on /over layer in vox tree brings up a menu list. For #6 try loading all ngons lol
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