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Ziggy72

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Posts posted by Ziggy72

  1. Hey all, been using 3DCoat to make objects for import into Unreal 3 for a while without problems (including recent versions).  There are 2 things you have to do when making a model this way, I find :

    1)  Do not use smart materials.  Do not use metalness.  Apply each colour as a layer, and the gloss as a layer, never apply them combined.

    2)  In the Paint room, and make sure you have Textures > Change Textures Import/Export Workflow set to Gloss/Colour Specular and not the other 2.

    If you use metalness at any stage, or smart materials, then your output texture will go black.  None of this affects the normals.  Hope this helps the original poster.

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  2. If you have Hitfilm Express (or Pro) and are not really sure what to do with it at the fundamental level of 'how is this helping?' then watch this. I will show, using several examples, how you can take any footage and make it better, regardless of source, with relatively little effort on your end.

    This stream will happen on Tuesday the 16th Jan at 7.00pm GMT, and will last about an hour, maybe more (depending on any topics you might want to discuss).

     

     

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  3. Yeah AbnRanger, it definitely needs some love :)  The streams were taking too long so I cut some corners to get it done quicker, it will look better once I tart it up a bit.  And remember, this is for the Unreal 3 engine, so no PBR or any metalness or anything.  I will do a full on PBR version of it to test with iclone (and put some hinges on it and make it animated).

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  4. Thanks AbnRanger.  The next stream will be on Monday the 8th Jan 2018 at 7.00 pm GMT

     

    This 4th (and probably final) stream will be about UV unwrapping and painting, since the modelling and retopo have now been done.  Thanks to 3D Coat Training who joined on the chat for the 3rd session and posted some excellent tips and advice to supplement my less-than-complete knowledge of the program :)

  5. Hello all.  I've been running a youtube stream which is for entry level users, and I invite you all to drop by at 7.00pm GMT on Friday 5th Jan 2018 if you want to ask about what I'm doing.  Or help me do what I'm doing (you know what 3d Coat can be like sometimes lol).

    The modelling is in parts 1 & 2, this coming stream is part 3.  I am making a coffin (as you do) and this stream deals with retopo, UVs and painting the models.

    Cheers

    Ron.

     

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  6. Thanks for that - I had no idea the toolbar settings were actually overriding/interfering with the material settings.  No wonder I can't predict how the material will look!  Maybe they should have another bar below the main one to show what the Material is set to, as opposed to what the program is set to, so you can see when they conflict (I mean, you can have 0% depth on the material and 100% depth on the program as valid settings?  Yeah, not confusing at all :D ).  I do tend to use the gloss/metal workflow for most things, so nice to know I got one thing right at least :)  I do hope 3D Coat isn't going down the blender route of making a totally confusing maze of a UI that no one but the most determined can navigate.  Thanks again Digman, I shall experiment further until I get my book looking right.

  7. I'm using default everything to avoid problems, so 1024k textures (as far as I know).  The scene scale is at 1.00, but since there are no imported objects (and blender isn't the issue) that's not a problem.  Linear texture filtering was already on, but makes no visible difference on or off.  It's as if the depth channel works in the preview, then is drastically reduced on the actual model once applied.  If I increase the depth to a ridiculous amount (so it looks wrong in the preview) then I get a final result that looks closer to what I was trying to get in the first place, which isn't ideal but at least it's a workaround for now.  Thank you for your patience, I know you get noobs asking stupid questions all the time :)  It just seems wrong to me that the preview should be so different, to the point where it is almost useless as a guide, and you have to use guesswork to get the right texture.  Still baffled as to why this is only happening to me...

     

    Windows 7 64bit, GTX 970, 16gb RAM.  Can't think what else would be relevant, but feel free to ask :)

  8. Thanks for responding.  I sculpted it, retopod it, UV'd it, and then went to paint it.  Messing with the scale on the texture before I applied it helps a little (as you can see below), but it still NEVER looks like the preview when applied, no matter what I try, on any texture on any surface.  The scale of these objects (when I take them into blender) is pretty big - how do I set the scale before I export them?  More importantly, why should that matter?

     

    Untitled-1_zpsnclpnti8.jpg

  9. Just trying to apply the standard 3DC black leather texture to a surface.  The preview looks like what I want, but when I apply it I just get a black, crappy, no depth version of it (on the left).  Probably doing something obvious and wrong, but I can't figure out what.  Does this with all textures.

    Untitled-1_zpscjgyllkp.jpg

  10. Hi, can't understand this, but when I apply any metal shader to any object and export it the colour TGA is totally black.  Using 4.7, following the correct procedures for UVs and the like, and painting stuff normally works fine, but as soon as I apply anything metal everything goes black on export.  Any clues as to how to proceed?

  11. My first proper sculpt.  I've had a few goes at other things to try out the various parts of the program, but I wanted to make something I know would be hard to Retopo and export as a model - and here she is :)  Still working on the retopo (one segment at a time) but I think she'll look good when she's painted up.  She's based on the Motherland Calls statue in Russia, using a Muvizu character for her pose (imported as an OBJ, voxelized and reworked).  I really wanted to know just how thin I could make the Cloth tool and still retopo it, and it turns out you can go pretty skinny...

    Anyway, all feedback welcome.  And thanks for being great, 3D Coat! :D

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