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

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  1. Hello Force users ! Here's my take on the N-1 Starfighter, made for the fan project Star Wars - Redemption of course. This one was quite challenging because of its excellent design shapes (to me it's THE one), it was also a real pleasure as always when doing fan art, but especially this one because you can use colors you rarely mix up together (that fresh & rusted yellow...♥) I didn't model the cockpit because for the demo it was overkill, but that's something I'd like to do one day. References on the lower part near foot pedals are quite hard to find though ^^" I made it with : - 3dsMax (Higl/Low/UVs) - 3DCoat ( Handpaint PBR textures) - Akeytsu ( Rig/skin/anim) - Marmoset (Normal/AO Bake/Still & solo renders) - Unreal Engine 4 (rendering/integration/VFX/blueprint controls...etc) Hope you'll enjoy this as much as I do =) Full post here : https://www.artstation.com/artwork/NGzq6q
  2. Also, using a simple tiling method to create my texture atlases for environment art I sped up my workflow and raised up the bar a bit =) Textures are still fully handpainted on 3DCoat (Lucrehulk textures palette was the most expressive I could create, it's very abstract and you can feel a lot of subtle brushstrokes everywhere, just enough so it feel it has been carefully painted by a human =) Then once the atlas texture was done plus a little dirtmap on the fly, all I had to do was modeling and UVs. It's extremely fast to make levels this way, I feel like a lot of my past projects could've been done in a way shorter amount of time, I guess we all learn everyday !) So here are my two new environments : Archives/Servers (Coruscant Jedi Temple) and Lucrehulk corridors (And yes, Archives was already shown a little in the trailer last year, but this was an unfinished version, good enough if blurred haha. This playable area demanded a lot of refinements, and new zones appeared interesting to bring in like the servers room =)) I also used akeytsu to pose Jedi knights in "statue" stances, then by using the extremely cool uv Pack+autobake of existing layers of 3D-Coat I managed to have fully non-overlapped statues where every pixel could have its own metal/color/rough/AO values =) It tooks me a few hours to Pose/UV/texture out 6 statues. Again, akeytsu + 3DCoat was the ultimate combo ♥
  3. lil' update on the clopne troopers phase 2 : they now have theor commanders properley set up and ready for a solid Order 66 =D High/Lowpoly, Uvs done with 3dsMax Rig/Skin/Anim done with Akeytsu All textures done with 3D-Coat (+Curvature bake), 4K UVset for clone armor & Arc trooper stuff, 2K for DC15S & DC15A, 1K for DC17 handblasters Bake done with Marmoset Toolbag 4 (IDMap/NormalMap/AO) lighting/renders done with Marmoset Toolbag 4
  4. Hello there ! I need to blend two normalmaps in Standard Blend, but since NormalMap Blend is obviously a blendmode, I can't do what I need. Packing both maps using Standard Blend into a folder using NormalMap Blend mode also doesn't work (it's even ignored) Finally, when trying to use a layer as a clipmask, in NormalMap Blend mode, I see no impact on areas that should change So, I'd suggest to : - Tag layers in another channel than current "Blend Modes" to set them as NormalMap - When tagged as such, limit blend modes to most used for normalmaps mixe modes (blend, min, max, standard, maybe a diff so you only brings up what's different between two bakes...etc) - Allow to affect opacity through clip mask - Allow to add the NormalMap tag to groups Thank you in advance ♥
  5. Hello there, I'd like to bring to your attention that akeytsu has recently changed its pricing, and is now free to use. You can learn more about this news here on the official website : https://www.nukeygara.com/blog/news/a-new-page-for-akeytsu Note : as the free version is temporarily the educational one, you need to provide a file (any image will work, please refrain from sending borderline content of course) If you don't know "akeytsu", it's a standalone rigging, skinning & animation software. It offers an efficient toolset for a great user experience, its goal is to reduce technical steps required to start animating an asset. Last year, I made the following trailer on top of my daytime job. All except procedural animation (like foliage or explosions VFX) has been made with akeytsu. A friend helped me with a sequence of 5 shots, he usually animates on Maya and he found the workflow here really excellent I recently made a comparison between what's animated on akeytsu and the final shot, so you can figure out a bit better how it's done Finally, I want to express that akeytsu is not made only for animators, I've been making mostly 3D environments & characters for years, and learned animation through this wonderful software. Now I rig every asset I can, for projects and/or portfolio. I think it always makes a difference when having an idle (even simple) to present your own work, as it gives more soul to your characters I wish you all the best with it ! Des Bisous ♥
  6. Wow ! Just found about this topic @Carlosan , so sorry to say just now a BIG THANK YOU ♥ I don't know how I missed your post !
  7. I just made a lineup, after I tweaked some of the colors. Just want to say how wonderful 3DCoat is when you've setup the whole layerstack and start to change colors, patterns, values. It's fast, nice, efficient, and offers a wide variety of possibilities over a fully-controled texture. I just love it ♥
  8. Hi there =) So I've finished these characters and made a few renders, just to see roughly what's possible to do with 3 outfits, 9 boots, 5 beards (important !), 1 TwiLek (Super Important), Zabraks, 5 hilts, various skin tones and both male & female variants...and damn. That delivers a lot of possibilities, it's so coool ! I can legitimately light up tons of lighsabers with unique characters behind, it's freaking cool ! As always, these were fully textured on 3DCoat and I hope to continue working on it for a long time, I love the way I can craft my textures the way I want ! Rig/Skin/Posings were fully made on akeytsu =) You can view these on artstation : https://www.artstation.com/artwork/OmxKZg
  9. Hello ! I'd like to have the possibility to control Alpha through any layer I want. Currently, if you deactivate Layer 0, then the "alpha" will rely on what's painted above, so you need to clamp your paint zones to either a frozen area or use the lock transparency otpion on every layer...which is not practical. Alpha could be controlled using one or more dedicated layers which would act as a global alpha channel for everyone and get used in export constructor. This blend mode could be stored along all the others, which will be natural to access Thanks !
  10. @Andrew Shpagin I got it, but I don't understand why this "UVMerge ignoring Material IDs" happens in case I hide (not delete, just hide) the Layer 0 in paint room. In other words, I could be on any other model having separate UVs per material ID, 3DCoat will still leads to the issue and that's precisely what I would like to see solved in this case. I know it can be fixed through multiple ways, like splitting back in UVRoom or reverting the file and use an older build that doesn't merge UVs on its own, but, well. It would be cool if UVs could simply stay attached to their matID. As long as I didn't merge those IDs, keeping UVs separated should be the default behavior, else it makes user feels like his file is not stable and could messup itself at any time he plays with opacity (that's why I touched the Layer 0, I know it's a specific layer so maybe there is unexpected behaviors that remains after a lot of the code has been reworked since the 4.8.44)
  11. I'm starting a new part of this project, it's about jedi (again, rhoooooolàlà how dare I ! ^^) I try to stream each day while making these assets so users can get a sneaky eye on the magical technique behind SWR textures (well, nothing magical. It's more about patience and enjoying the process =)) Here's my twitch : https://www.twitch.tv/vexod14
  12. This is attached to a separate material ID so no reason to shift UV coordinates. But this could explain why I'm able to paint outside islands and "solve" a first issue. UV layouts should always stay separate using their matID The same file in 4.8.44 shows seam issue if I save it with layer 0 off and reopen it, but once I toggle back layer 0 I no longer have the seam issue. In the latest version, once it breaks, it breaks and you can't retrieve a workable (except using source control like SVN/Dropbox, etc)
  13. Hello guys, Using the 2022-05 build I'm having an issue with padding not behaving as expected : Few issues, maybe having layer 0 off and opening an old saved file (4.8.44) led to these issues ? First one : seams clearly visible when painting (no realtime padding seems being made) Please notice the beige border near red painted areas along islands borders. Second one, as you can see, I can paint outside of the uv islands (never could do that before, usually I'm constrained in the existing islands). Here's what I have in 3DCoat's Texture Editor window : Anyone knows how this can happen and how I may avoid it ? (I've just sent the issued 3dcoat file to Andrew) I'll revert back to 4.8.44 so no worries I can pursue my own work, but I think this issue might affect compatibility with old files so it was worth warning you about it
  14. I've quickly tested out the 2022-04 about the unpaintable pixels using the default robot provided with 3DCoat, I always take this guy as it leads to issues under his shoulder pad's vents (probably curious UVs there). I confirm it's back to what I have using the 4.8.44 (current build I use in production), if not even better =) In fact, the 4.8.44 had another issue showing "apparently dead pixels", but when you turn off then on the painted layer, most of the time these pixels were no longer grey and the issues fades away. Now, the layer is correct once painted and that's nice =) Thank you guys for fixing this !
  15. Hello there ! I'm once again coming with the tile plane issue that seems unsovable. As a reminder, that's what happens everytime you try to use baking tools over overlapped UVs. The tile plane is a great use case, as it can be used to create tiling textures using the artistic touch you can provide thanks to how cool are 3D-Coat painting tools : To overcome the problem, I export the tiled texture as a tangent normalmap and I import it into Knald, which generates easily curvature, height...etc The problem is I have to do this every time I modify the texture in 3DCoat, so there would be 2 solution that might help a lot : - Fix the issue once and for all, so we no longer need Knald. 3DCoat baking tools are more various, and the curvature is simply the best one we can have in the game industry. Imagine how cool it would be if we could use it ! - Make a bridge that would send the normal in a temp folder, opens it in knald, and returns you a height and a curvature - Bonus : allows a layer to be tagged as curvature in its properties or in right click. So we could use the heightmap with ease (it's actually feasible, but not efficient to do as it's a bit McGyver-ish)
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