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Cybergooch

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Everything posted by Cybergooch

  1. Thanks for the replies, would be great to see!
  2. I believe the alpha brushes that are used in ZBrush can also be used in 3DCoat, but what about the vdm brushes?
  3. Thanks for the reply tokikake, I realized the mistake I was making. I was trying to apply transparency with a smart material on top of a standard shader. Most standard shaders have full (solid) opacity by default, so glass effects won't work. I've since just been altering the opacity of the shader itself and varying the opacity of layer 0. I think I get it now!
  4. There's something I'm not understanding about opacity and the paint room...I've watched a number of tutorials dealing with things like glass shaders, etc. But when I try to adjust the opacity of layer 0, or hide layer 0, or make opacity changes to layers above 0, nothing happens other than it getting lighter or darker. I never see any variation in opacity, or being able to see through an object. Do I need to have some special view mode turned on?
  5. I see this come up when I try to apply a shader to an object in the sculpt room. If I make an adjustment like it recommends, am I making a permanent change to the shader in 3DCoat? Or just affecting the shader as its displayed on the object I'm working on? Also, do smart materials only work in the Paint room? I don't see them do anything in the Sculpt room
  6. If I create a new layer and paint a number of areas using the single poly paint tool with a smart material, then later decide I want to adjust the color, is there a way to do that to the whole layer? Or do I need to refill all the polys individually with a different smart material?
  7. Working with Beta 9.25 Following this video tutorial: In the video, as soon as the retopo primitive is added to the scene, the tool options show number of divisions of the cage. When I try this, I'm not seeing any cage settings. Has something changed, or do I need to turn something else on? Thanks
  8. Okay, not a big fan of working with beta software, but will give it a try. Are the beta builds pretty stable? Thanks
  9. Hi, I'm using latest (4.9.17) and am seeing the same issue. If I choose paint mode I don't see any way to get back to a different mode type. Dropdown is gone.
  10. Thanks for the post, I'm still not having any luck though. I can export the model from C4D to 3DCoat ok, but can't get it to go back to C4D after modifications. I have two options in the 3DCoat File menu: "BringVoxelsBackToApp" and "Export Voxel Mesh to" with the "Cinema" option. Neither one of those seem to do anything after the voxel reduction...no model shows up in C4D. I've tried setting the Exchange path, which I assume is where the obj is stored, but that's confusing too as it automatically creates a Cinema directory. Do I export the voxel mesh to the cinema directory, or ?
  11. Thanks Carlosan, adding openCL.dll to windows\sytem32 did the trick!
  12. Thanks for the suggestion. I installed the latest Microsoft Visual C++ Redistributable Package and restarted my system, but am still getting the same error. I should mention that I have no problem running 3D-CoatGL64 version 4.8.32, so it seems that something has changed with the latest version (?)
  13. Installed 4.9.01 yesterday, I get an error 0xc000007b when I try to run it. Windows 10 Happens with both the GL and DX versions. I have an email in to support, just wondered if anyone else had seen this.
  14. Hi Apun, I'm a noob myself, but I also was running into the issue of trying to uprez a layer after a hide vox cut. The only work around I could find is to select the problem layer (probably the one you cut the piece out of) and temporarily turn it into a surface, then turn it back into a voxel layer. That seemed to fix it for me. As for the difference in resolution when merging, you are correct that "there can be only one" resolution on the merge. But in your case you want to merge the low res into the high res instead of the other way around. The target resolution is the one that will be used, so go lower to higher if you can.
  15. Has anyone been able to get this to work in R20 of Cinema 4D? I've installed the plugin, and I can get an object from C4D to appear in 3DC. I just have to hit Apply to get it to place the object from the import. But I'm not sure what to do to get an object from 3DC back to C4D. The [Import] button doesn't seem to do anything. Thanks
  16. I seem to recall seeing a video where working in Surface mode had the ability to vary the density of the mesh in certain areas, so you could add more detail on some parts of the model. Is there any way to do the same thing with voxels? Or are voxel models always the same density throughout?
  17. Found a workaround in the meantime... Modeled half of the model and imported it to 3D Coat that way, did my uv layout work, exported the model, then mirrored it. I guess that makes sense since I only have to select half the edges that way!
  18. I've got a workflow question about mirroring and/or stacking uv islands. I did a search here, but couldn't find an example of what I'm trying to do. If I import an object that's symmetrical and I want to use the same texture uv space on both sides, what's the best way to do this? If I run automap, it of course distributes everything evenly. After unwrapping, is there a way to cleanly snap the uv's to the (mirrored) location of the other uv's? And once that's been done, how do I prevent the islands from separating (moving away from each other) when I do Pack uv's? If anyone can point me to a video where this is shown it would be great, thanks!
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