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Vexod14

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Everything posted by Vexod14

  1. Sorry for late reply, but yeah I get your point. Partnership could be really interesting. At the moment I'm using both tools to make my assets and that's good enough to achieve what I need (btw I still didn't get the time to dig into 3DCoat -awesome- sculpting tools, I remain a super big fan of the texture paint room ♥)
  2. This "Factures" tool seems indeed really powerful (or at least extremely interesting especially for accurate terrain/environment mesh vtx painting). Cool news !
  3. Thanks for the precision ! Also, if I may ask you, when can we expect a V5.0 of 3DCoat ?
  4. @AbnRanger by the way, I didn't react on "especially since there is supposed to be a new render engine coming in 3DCoat 2020" Are you teasing the community ? Can't wait to see that !
  5. I can't speak in behalf of Nukeygara on this point, but as a 3DCoat & Akeytsu user/lover I agree with you about making a partnership, it could be nice !
  6. Hi ! A few months back we unveiled our development roadmap with three major updates for rigging and 3D animation software akeytsu. Our goal this year is to fulfil the 3D animation needs of mid-sized studios with an accessible, permissive, efficient all inclusive toolbox. Speaking with our users and consulting with external studios we have chosen to focus on the following areas of improvements: advanced controllers, automation, cinematic tools and of course behind-the-scene tech maintenance. The roadmap for 2020 breaks down as follows: PACK 1 – End April: Auto-Rigger, Audio Support, Looker, FBX importer / exporter overhaul PACK 2 – July / August: Space Switching, Re-targeting, Cameras, Global IK Solving PACK 3 – October / November: Meta-Controllers, Roll Joints In 2019, we released many new updates such as Additive Layers, Geodesic Voxel Binding, Joint Light display mode, Blendshape Controls, Tween Machine, and Customisation options as well as many other software enhancements to expand akeytsu’s toolset. Here is the 2019 Feature Trailer : The team is committed to continuously bring improvements into akeytsu and push for higher quality and better performance. We are aiming for three major releases every year. You can read more about akeytsu’s 2020 roadmap here: https://www.nukeygara.com/blog/dev-roadmap-2020 This original post was made by Alyona from the Nukeygara Team NB : you may recognize a few characters I did here all of them are fully textured with 3DCoat
  7. Just in case you'd like to get your hands on Akeytsu (and see some models textured with 3DCoat ), trials are temporarily extended up to two months =)
  8. https://artstn.co/p/A4XBy Last one ! Damn, I guess there's enough mecha for a while now ^^" As usual, each skin were 100% textured on 3DCoat, character is rigged/skinned & animated on Akeytsu and finally rendered on Marmoset Toolbag 3
  9. e-LysE - special skin for Akeytsu =) This skin is an exclusive one designed especially for the Akeytsu software. You can see a little Dragonfly on her chest now, textures has been refined and more stylized. This skin PBR maps are provided with the software so you can render your animations with a cool surfacing in Marmoset, UE4...etc. There are also a few animation samples provided - done by Thomas Chaumel and supervised by Aurélien Charrier & I Hope you'll enjoy animating her in Akeytsu Do not hesitate to share your animations on social media using #madewithakeytsu Textures are 100% made with 3DCoat as usual ♥
  10. Hi everyone ! Here's a new asset I've textured using 3DCoat ♥ The lowpoly is based on the SkySurfer sculpt done by the talented Sergey Katsukov (so neat and clean surface to work with =)), I only made the lowpoly version + UVs + textures + rig/skin. This model helped Akeytsu dev team to develop & test their blendshape system. Special thanks to Aurélien Charrier, Charles Sultan, Serger Katsukov, Clovis Gay and Cédric Vidal-Duvernet and the whole team for all their incredible work on this ! The character is now delivered with Akeytsu =) If you didn't heard about it, Akeytsu is an animation software which redefines how you rig, how you animate, and simplify tedious and too technical tasks to let you enjoy animation like never before. It fits perfectly with Unreal Engine, Unity, and any app which supports FBX file format. Also, I've took some time to explain how to rig a face nicely and 100% on Akeytsu here : https://www.nukeygara.com/blog/use-case-create-a-facial-rig (free Akeytsu rig included) Full project here : https://www.artstation.com/artwork/0XbNaK
  11. Hi there ! What do you meant with : I think jit's only about baking cavity from a highpoly to a lowpoly, but I was wondering about a fix for curvature/AO bakes on stacked UV islands (highly visible on tile plane). It would be magical being able to use only 3DCoat for a whole tiling texture process instead of having to send your normalmap outside, generate a clean curvature/AO, and import it back to 3DCoat. It's a bit frustrating since you bakings are damn fast and beautiful compared to other softwares, and since you don't do just AO/curvature bakes, that would be so good to benefit of the full power of 3DCoat from start to the end of a texture =) That said, there's a lot of workaround and I understand how priorities works for a dev team, I also want to tell you guys that your software is still deep in my heart, thanks a lot for making 3DCoat ♥
  12. An update about the current state of the project I've been heavily focusing on it last weeks (curious thing as I've also a (super-cool) job during the day, I should rest more, but instead of it I work like a machine ^^"). So here is a summary : - Now we have a build. Yeah. Game is finally standalone, playable on a (good enough) windows PC. That's something we should've had a long time ago but anyway, now it's there. And it's cool - Since our only game designer left the project months ago we've faced a problem : we had to do blueprint. And as an artist, it's always a pain to dig into this for many reasons. But hey ! Look at the cool part of the solution : you're going to learn it ! And it becomes more and more fun to use finally So now, I also take care of blueprints - I've started working on Lumberia last year, because I had enough of desert environments of both Geonosis and Space corridors, and I've started to create modular environment assets to build a dungeon. You've seen some of these on the past updates when I was trying to create my master env. shader, now everything works I can show a bit more of it. Every environment benefits of it, and it speeds up a lot the way I worked them. But I'm not 100% satisfied with what I get, since I think it involves still too much repetitive task and could be more optimized. Next project should start from it and improve it. - I've also decided to stop developing the project, not due to any strike (don't worry), but simply because I've figured out that I've mostly developed it alone, and I can't keep doing this. It's above my will now, I need to do something else than working again when I'm "off-work", and focus and shorter project. That's why, in next December's end, Redemption's updates will heavily decrease and hopefully reach 0 faster than light. I think this project could've been far far away than what we have now, and of course I'll be forever sad about it, but time has come to leave it behind and explore new horizons. Next project won't be about Star Wars by the way. That said, there's still one big month to add more stuff =P So let's go for the screenshots and enjoy Des Bisous ♥
  13. Some of the whole set of animations done with Akeytsu for our little fan project Star Wars Redemption =) Textures are mostly made with 3DCoat, plus a very little touche of Photoshop/ZBrush Still a great pleasure to paint all these with such a cool software ♥
  14. https://www.artstation.com/artwork/aR33Kk Little robot rework (mostly texturing with 3DCoat, + rig and animation, still with Akeytsu =) )
  15. A few revisions on the main character from StarWars-Redemption, still textured using 3DCoat ♥ I was mainly focused on her face (model/textures, and rig/skin on Akeytsu)
  16. Vulture droid made for Star Wars - Redemption, more stuff here : https://www.artstation.com/artwork/Bm54Ak Textures done 100% with 3DCoat, rig/skin/anim done with Akeytsu, probably the two software I love the most ♥
  17. Hi guys ! Just wanted to add a quick answer cause even on last build (4.8.40) this issue is there, to reproduce simply right click on the color picker : it disable color painting. Okay so seems this bug was known (I've searched a little before posting here of course), the little tip I wanted to add was that I couldn't right click using my mouse (it didn't work, not it wasn't recognized but not detected as an input when I tried to right click over color picker, navigation and everything else was fine. I personnally solved it by using my wacom stylus's right click, and then my mouse was able to right click again. I guess there's a reason for this button but maybe some rework on its UI/UX could help avoiding unwanted behaviors =) Here is a quick gif showing the fix : That said, 3DCoat is still one of my top 3 beloved softwares ( with Akeytsu and Toolbag =P). So keep doing great stuff guys, I (we) love you !
  18. Will ignite soon...;) Textures made 100% on 3DCoat
  19. Thanks for clearing this out Carlosan, I've just created a topic there : https://3dcoat.com/forum/index.php?/topic/23582-akeytsu-discussion-corner/ Btw I've finished two other bots with same skin variants as the Sentinel ^^ So here comes the Ocrane 16 : https://www.artstation.com/artwork/L2lLa0 And I finally managed to do some additional skins and animation (a last ^^") for this little dude : https://www.artstation.com/artwork/k4LgGz
  20. Hi everyone ! I'm Etienne Beschet (aka Vexod14) from the Nukeygara team, creators of Akeytsu, (a (super awesome) animation software ;)), so here is a dedicated topic if you want to share your thoughts and experiences about it =) By the way we now have discord+instagram official accounts, feel free to join us =D There's also an official forum here (please use it for bug reports and wanted features as much as possible ) : https://www.tapatalk.com/groups/nukeygara/ Get Akeytsu here : https://www.nukeygara.com/try Have great day all !
  21. It's kind of an off-topic I guess but I think Akeytsu is yet powerfull enough for 90% of real-time game projects. You don't have Blendshapes which can be useful for facial animation, but you can achieve really nice facial rigs, you don't have constraints/Spline-based IK too, but the way transforms and UI are made already allows you to perform complex tasks with ease. I used it for 4 years on almost each projects I had to work on, ranging from little props like treasure-chest to huge ones like starfighters, as well as characters of course (mecha, humanoids, non-necessarily bipeds anatomies). To answer your very first question, I wont' have started Star Wars-Redemption without Akeytsu. I love it so much that to me it's the "3DCoat" of animation world ♥ By the way, feel free to ask me if you have any questions about this software (but maybe rather discussing by email than here,I think about moderators )
  22. https://www.artstation.com/artwork/rReJ6m Kind of a sentry tower ^^ 2K PBR maps, Textured with 3DCoat, Rig/Skin/Anims made 100% with Akeytsu Always a great pleasure to texture in 3DCoat ♥
  23. Vira Vira is an exclusive character I made for "I From Japan", I really liked working with them on this new character, I think it's always a long but wonderful job to create and bring a new hero to life, that's where you're the most creative and feels everything is possible =D I made her with : - Mischief ; Rough concept arts (only grayscale focusing on Vira's shape and values) - Photoshop ; Finishing concept art, adjusting proportions, getting color scheme done. Minor tweaks on the basecolor texture - ZBrush ; Sculpt & polypaint (IDMap) - 3dsMax ; a few hardsurface elements (not all), then retopo + UVW - 3DCoat ; Texturing (using StarWarsRedemption's smartmaterials) - Akeytsu : Rigging/Skinning/Posing - Marmoset Toolbag ; normalmap/IDMap baking & lighting/rendering Additionally, I took care on her whole integration into UE4 (Physical Asset/Cloth/Shader setup) You can view the full post here with marmoset viewers : https://www.artstation.com/artwork/mqO3de Comb 1 (R=Metal/G=Rough/B=AO) Comb 2 (R=Cutout/G=RefractMask/B=SSS) Comb 3 (R=Cavity/G=Emissive/B=SpecularIntensity), FlowMap is for hair anisotropic direction. 4096² textures set =) Comb 1 (R=Metal/G=Rough/B=AO) Comb 3 (R=Cavity/G=Emissive/B=SpecularIntensity), Alpha is stored in the BaseColor Map, 2048x512 textures set Some skins variants =)
  24. It's not only the curvature but I guess the baker itself, AO is bad too and at the exact same places =/
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