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Everything posted by Skye
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is there a way to crease retopo edges like in Zbrush?
Skye replied to Beddall's topic in General 3DCoat
Maybe this helps -
Finished my gunblade concept art, all done in 3dcoat
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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
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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.
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[Solved] Retopo not baking normals from external reference mesh
Skye replied to Skye's topic in General 3DCoat
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. -
[Solved] Retopo not baking normals from external reference mesh
Skye replied to Skye's topic in General 3DCoat
This is how it looks like. -
[Solved] Retopo not baking normals from external reference mesh
Skye replied to Skye's topic in General 3DCoat
Yes, I did uvs for low poly and then baked -
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?
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I modeled a prop to put into corridor a small sci fi box.
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Here is screenshot from unity, modeled in 3Ds max and textured in 3dcoat, floor is made in 3d coat tile creator
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Working on modular parts for sci fi corridor, stay tuned!
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I finished recent work on Drone in 3D coat, any thoughts ? https://www.artstation.com/artwork/5rQ4W
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updated version of previous picture
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[Solved] Square of UV set is too big
Skye replied to sun_smasher's topic in SOS! If you need urgent help for 3DCoat
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. -
little oldschool picture i am working on now
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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?
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- normal map
- pbr
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(and 2 more)
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