Jump to content
3D Coat Forums


Advanced Member
  • Content count

  • Joined

  • Last visited

  • Days Won


Vexod14 last won the day on December 14 2018

Vexod14 had the most liked content!

Community Reputation

139 Reputable

About Vexod14

  • Rank
  • Birthday 08/14/1992

Contact Methods

  • Website URL
  • Vimeo

Profile Information

  • Gender
  • Location
  • Interests
    PBR/Handpaint, Modeling, environment, ConceptArt, Star Wars, Diablo, Blizzard, Rayman, LOTR...OST's and a cup of... Well...a pint of tea ! ^^"

Recent Profile Visitors

1,855 profile views
  1. Vexod14

    What Are You Working On ?

    *Edit* Refined a little the textures, thanks to the feedbacks from Lucas Annunziata on polycount Radial progressive gradient (center is the head, maximum is the ground), darker eyebrows, more volume on his pec, less rough/metal on darker parts of the radial gradient =)
  2. Vexod14

    What Are You Working On ?

    Last character I did (link with 3D marmoset viewers) : https://artstn.co/p/gJ9wYP BadMax A character done for an art test in 3 days from scratch ( based on a conceptart I didn't do this time ^^) I really enjoyed the sculpt part of the process, going back on anatomy (I hesitated to start from one of my basemeshes, but I would have learned less things). And I think it's a good thing to see how fast I can actually get a character done, it will helps estimate each step's timings better on the next one =) Sculpt made on ZBrush Retopo + UV on 3dsmax Textures on 3DCoat - Diffuse + SpecularColor/Glossiness (stored alpha channel). 2048px reduced to 512px due to model's polycount Texturing was based on normalmap/curvature/AO/ID bakes (done with Marmoset 3), then mixed/painted textures with 3DCoat
  3. Vexod14

    3DCoat 4.8 BETA testing thread

    I don't know how it's done but yeah, I'm talking about the blend between cubemap sides
  4. Vexod14

    3DCoat 4.8 BETA testing thread

    Soooooooooo wonderful addition to the already excellent painting toolset, many thank 3DCoat team ! I love you, again ♥ Regarding the Blend, could it be possible (as well as good idea ?) to have some modes like Modulate2X, Add, Multiply, Lighten...etc ? Or add an input texture the user can pick (a grayscale map) to use it as lerp's alpha ?
  5. Vexod14

    Vexod14 SmartMaterials

    Price reduced to from 49$ to 39$ =)
  6. And I think the issue comes from my SSD, I'll try to fix this and if I find a fix I'll post this here, thanks for your time @Carlosan =)
  7. I obviously know that as I use 3DCoat for years I'm used to manipulate stuff in this folder. I just want, as everyone here, to move this folder to another location, which is in my case my SSD, and my SSD doesn't want to apply an unticked "read-only" property on all my folders. What I was asking is : in the "coat_data_path.txt", do I need to refer a folder (which would be in another location, not the default one as I want to retarget it to another location) that has the exact same path starting from "Documents", like this : COAT_FILES_PATH exp: "G:\Documents\3DCoatV48\" ?
  8. I tried as admin aswell of course (probably the first thing I always try). When you say that it should be in "my documents" folder, did you mean that wherever I put it its folder hierarchy should remain the same from "my documents" ? Seems strange if so, as we define a clear path in the .txt file. Again, it's on an additional SSD where one drive is not (by default it's located in the current User's folder) The issue remain with the "auto-read-only" ticking I think. That's why I said your solution should work for others, but unfortunately not for me =/ Nothing horrible don't worry, I still got other ways to free space on my SSD, and should ultimately consider to upgrade it to a larger one (256GB is not enough ^^)
  9. The workaround unfortunately doesn't work due to rights restrictions I can't understand (My folders aren't inside a microsoft mysteriously protected folder but on an additional SSD and they keep staying read-only even if I allow every access and untick "read only" button...). But I guess it works with several users, thanks anyway, I'll wait for a hard coded function in an upcoming install of 3DCoat. Thanks for your time guys !
  10. Is this feature still in dev @Carlosan ?
  11. Vexod14

    What Are You Working On ?

    I did a diorama last year, I forgot this one ^^" full post + viewer here : https://www.artstation.com/artwork/PmX1v1 100% handpainted, mostly done with 3DCoat
  12. Vexod14

    What Are You Working On ?

    I'm playing again with the tileplane for Star Wars Redemption =) These are rendered on Marmoset 3 (I used Knald for curvature, AO and heightmaps) Here are all the other textures I did the same way : That's all =)
  13. Vexod14

    3DCoat 4.8 BETA testing thread

    I'm curious aswell, especially if it's about the Paint room =)
  14. Vexod14

    3DCoat 4.8 BETA testing thread

    When I see "Ask Andrew to implement this"...to me Andrew is just a super hero or at least a badass guy. To face all these softwares outside with such a small team is really impressive =O By the way, I'm not that familiar with sculpt room but I know it's another powerful part of 3DCoat I have to explore, but to me the most important update since smartmaterials were added is the long range curvature which enables you to do soooo much more than what is possible with a simple or blurred one =) And I'm always excited when an update comes up, to see what's new or improved !
  15. Vexod14

    3DCoat 4.8 BETA testing thread

    In my opinion, 3DCoat is a powerful and amazing software. All improvements are always welcome BUT you have to let time pass by if you want to be almost 100% sure it's not a bugged feature. That's the same thing with every software or almost (the only one I know I never had an issue with is Akeytsu, but anyway). 3dsMax ? it's probably the most user-script-patched existing software. Maya ? Depending on what you want to do everything is not always functional. You have to DEAL with it. And on my own 3DCoat rarely blocked me on my tasks ( I use it mainly for texturing "low" poly assets, sometimes for UVs and sometimes for rendering ). And above all, it's developed by a small team, which is gorgeously dedicated and talented to me. Blowing the fire to them is NOT a good solution guys, just be patient enough and tell them peacefully what doesn't work at the moment. While being a more professional way of exchange, it's also better for you and devs who may consider your opinion. I wish you the best guys