Jump to content
3DCoat Forums

Ballistic_Tension

Advanced Member
  • Posts

    549
  • Joined

  • Last visited

Posts posted by Ballistic_Tension

  1. 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.

  2. 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 :mellow: 

    • Like 1
  3. 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.:rofl:

  4. 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.

  5.  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.  

  6. 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 .:mellow:

  7. 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  :rofl:  

  8. 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.

    • Like 1
  9. 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 :mellow:

    • Like 1
  10. 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.

  11. 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 .   

    • Like 1
  12. I would check the base model in blender that the face normal s  are all facing out.   Edit mode bring up the N panel   > down to normal  s  face select  to see if all the nomals are facing out. hard to see in screen shot but that area looks darker I think.   you could  also hit   W   menu > remove doubles . Worth a look  I find it on models I think are good to go but have this .  I usually bring the model in the paint room and fill it with a color to see it right away problem faces. Hope it helps.

    • Like 1
  13. I am guessing this was not fixed as top view gives you top right view , bottom left view.   right side view shows you the left side of model  . your in  right side viewing mode but it shows you the left side of your model . Why would I want to see the left side in right side view?  Then I say how does one say that's fine  its good enough . I just expect not except more from 3dc . A little tlc for the basic things.  Just some venting ... on with my day.

×
×
  • Create New...