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zFarm

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  1. I'm making a palm tree for games and I want to paint the fronds. When I pull it into 3DC 2022.29 I can't find a way to display the way the shader would in Unreal or Unity. Its the standard way of creating plants. I duplicated my geo/ flipped the normals thinking I could just delete the extra's later... but then when I try and paint on one side the brush skips.. Is there a way to display double sided materials? I did see the post on glass but it doesn't show you how to turn on double sided. Thanks
  2. One slightly used licence for sale, low miles, no scratches or dents. Im selling my professional license. 3dc is great but its just not for me. anyone interested just reply with contact info $325 USD Thanks
  3. Ahh.. I did find Andrews twitter. That should be on the 3dc page. Im already a customer and motivated.. might be good for the casual person who drops by. ..they may not know who Andrew is. https://twitter.com/andrewshpagin
  4. Is there a general place that we can see news and updates about Beta programs? that is bulleted? Even a reddit thread.. Ive been looking around a lot... The new feature list is interesting but doesn't really give us much news? Seems like there sound be a running list on the 3dc front page..even a twitter feed would be better than nothing.
  5. Right but on the first one I'm still behind the piece of glass and on the second one I don't have all the awesome 3dc tools of.. awesomeness!
  6. So I know this is no small task but I would really like to be able to do sculpt and paint in VR. Why I think 3dc is the best suited is that at its core its voxel based. I can block things out and not have to think about whats going on under the hood (very much) Maybe you could get a grant from Oculus.. their 3d paint program sucks and they are worried because the Vive has tilt brush.. they snagged that while it was still in alpha. Also to be able to jump from sculpting to paint and back would be insane!!! I honestly think Oculus would help out with dev and $$ to get it done. This is some hair I was working on and thought.. "man I wish I could use a 3d tool to just put the clay where I want it.. instead I am trapped behind this wall of glass trying to manipulate 3d objects. " I know.. I know all we need is another woman with little bits of useless armor covering her tits but I loved the original drawing from Joe Mad and had to try.
  7. Ok I experimented a bit with those idea's thanks !
  8. Is there a construction plane like this? It seems like I saw something like this in 3d-coat.. I like the way this has direct manipulation handles and its "live"..
  9. So I came across something that is a bit frustrating. If I fill an object with a smart material and then fill it with another that has bump in the normal it adds any addition bump to what is already there. I don't see an override for "replace" ie I want it to be smooth again.. Then I thought well I'll just clear the whole normal channel.. can't figure out how to do that will fill? Oh even erase just digs a big hole in my object. Thanks
  10. Im right there with you Peter, One of the reasons I bought 3d coat. I'm sure some kind of substance export would be possible. It would be nice because substance is integrated into most 3d packages and game engines. I wonder if there would be some kind of liability.
  11. I GOT IT!! ok I had to make sure that the high and low poly were named the same! and that somehow they were associated. Worked like a charm.
  12. the reason I want to use this external package is because its this thing is INSANE!! it will auto-retopo this 13 m poly building in under 45 seconds. .Don't get me wrong 3dc is great but for my workflow time is the biggest factor.. And 3dc keeps running out of memory. Maybe the Andrew could implement the "instant mesh" code to give another option for retopo. please please please. I'm including the files here: if anyone wants to try and get it to bake a normal. https://dl.dropboxusercontent.com/u/3080162/from3DCoat.rar I can't get it to work. Oh thanks Journeymen! Im so add I moved on but if I can get this to work I'll go back and paint it.
  13. Is there a step by step like this? The thing is its very straight forward. Only says the things that are relevant to the process. Doesn't make you watch him put all the materials together. All of the "heavy lifting" is done before he starts the video. Has anyone seen a tut like this? In 20 min he goes through the entire pipe.
  14. So not sure why I can't find any docs on this. Im just trying to bake to an obj that I brought in from and external package. 1. sculpted high poly (Vox mod) 2. exported high poly 3. made retopo in external package 4. imported into paint and auto UVed. 5. put low poly in one VoxTree layer and High in another layer. 6 In retopo room went to Bake>Bake w. normal map (per peixel) does nothing Im not sure how to transfer the high and low poly to a Retopot group..do I need to do that? .
  15. Hey gbball.. yes I did render that in max with vray. It was a bit of a process but got a pretty good result. I've been working to much to do another pass. As far as the evolution of PBR I'm not sure. I do know its been in the works on both sides for while.. maybe not under the specific PBR. Neil Blevins has some good posts about the fundimentals. Anyway it would be nice to have a specific workflow or even some presets in applink.. I havn't dug into it to much.
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