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Skye

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Everything posted by Skye

  1. Finished my gunblade concept art, all done in 3dcoat
  2. So I finished my corridor project so I can focus on another portfolio pieces, these props were made in 3Dcoat, I redid boxes and added another prop
  3. Hello guys, recently I did some tiled textures for my unity piece, after exporting maps along Y I got pretty decent textures for metallic, roughness, normal and albedo to use in unity and tile them. Problem is that I miss occlusion and height maps. If I create a smart material with those maps and then apply them on rectangle and export, everything is looks flat.
  4. Thanks for your replies guys, of course If I import mesh as in video, normals are baked properly. But If I go from retopo menu as you see below or File -> Import -> Reference mesh, I will get baked flat normals. Basically there is a low poly pipe that I turbo smoothed to get High poly smooth object that I used as high poly reference, then I used the same low poly pipe as a Retopo mesh or cage, to bake normals from that HP obj.
  5. Hello, I encountered strange behavior when importing external mesh for retopo. It is a simple pipe, so low poly model as a retopo cage and turbosmoothed hi poly model. When I bake them all normals are flat, no curvature informationi. But If I import high poly model into sculpt room and subdivide and then bake with cage, normals are properly baked. Am I missing something in retopo settings?
  6. I modeled a prop to put into corridor a small sci fi box.
  7. Here is screenshot from unity, modeled in 3Ds max and textured in 3dcoat, floor is made in 3d coat tile creator
  8. Working on modular parts for sci fi corridor, stay tuned!
  9. I finished recent work on Drone in 3D coat, any thoughts ? https://www.artstation.com/artwork/5rQ4W
  10. updated version of previous picture
  11. I had similar problem when exporting low poly (approx 350 polys) from 3Ds Max. What I did is, that I opened 3Ds max Unwrap UVW modifier on the model and problem was that UV in 3Ds max was in extremely scaled far out of the UV box. So I just scaled it down inside the box and exported, no error message then. I am still not sure what adjustment needs to be done in 3Ds max to prevent this.
  12. Skye

    Planets

  13. Skye

    planetes.jpg

    From the album: Planets

  14. little oldschool picture i am working on now
  15. Hello guys I hope this is not a stupid question but Is there option to have smart material effect on textures when painting normal map? I noticed that material properties like for example rust on concave/convex etc are not showing on normal maps? Or is there need for any specific order of smart material and normal map in layer tree?
  16. Skye

    Mecha

    Modeled and textured in 3Dcoat
  17. Skye

    mech3.png

    From the album: Mecha

  18. Skye

    mech2.png

    From the album: Mecha

  19. Skye

    mech1.png

    From the album: Mecha

  20. Skye

    mech002.png

    From the album: Mecha

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