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About Falconius

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  1. Falconius

    Beginner - Terribly Confused On Workflow

    I'm not sure why there is a discussion about versions when it doesn't address the original questions at all.
  2. Falconius

    Latest work

    That's really cool. My favourite is the "Rotten Whale" one with the ship over the water.
  3. Falconius

    Symmetry panel doesn't dock correctly?

    For me it's not visible when starting up the program, but once I put symmetry on it shows up where I had it docked and stays on. Does yours disappear even if you haven't closed the program? (either way I think it's a bug)
  4. Falconius

    Retopo: Smooth brush intensity problem

    Oh sorry, my bad, I didn't see that post.
  5. Falconius

    Retopo: Smooth brush intensity problem

    There is quite a lot to the smooth brush that you might not have known, you might want to check out the video.
  6. That's well done, but it ain't cool. I agree with many of the commentators there, it's disrespectful. Let the dead rest in peace.
  7. The one that comes to mind is switching between display rendering. Like going from wire frame, to face, to rendered (which used to be done by cycling through on a hotkey), but there are a few that I've encounter like that. One in particular that comes up all the time but I can't recall ATM. For me I like the hotkeys of 1,2,3 for vertex, edge, face select. It's very quick. I don't remember if it was in the previous version or I just didn't know them then. And whilst I'm on random changes that I like: I also like the change for select all and deselect all from just being A to being split up into A and alt-A, even though at the beginning I wasn't too sure about it. That said I've lost the subdivide hotkey which I used all the time and I haven't dug through the options to add it back. I wish you could change hotkeys right from the lookup window (which, thank God, is finally off the space bar and over on f3 where it belongs).
  8. Some of the changes are really irritating (mostly because I'm used to some of the things the way they were, the pie menus slow thing down imo), but overall, and in most if not all of the technical aspects the work done by Blender is kind of awesome. Modelling has become significantly better.
  9. I think it'd be worthwhile for someone who knows to post very specific instructions for setting the scale in 3D coat to be compatible with Blender, or make a preset for it. I tried to figure it out a while ago, and followed the post that was here about it, but it never seemed to work out right. The applink is great but it doesn't address the scaling issue.
  10. Falconius

    PIXAR's RENDERMAN Free Non-Commercial Use

    When I tried it out I couldn't get it to render anything at all. After wasting my time fiddling around with it I uninstalled it and haven't tried it since. I don't see the point of advertising or even realeasing half baked things that would be pretty cool, if they worked.
  11. Falconius

    Transform Tool does not recognize symmetry!

    It's an irritating workaround, but does symm copy work? You could update it every once in while.
  12. Falconius

    "Fortress/Крепость" - by Dima Fedotof

    Wow. Both those films are really good, but the first one is especially. Love the visuals in both of them, actually I kind of like everything about them.
  13. Falconius

    Three D Guns 2 challenge

    Looks like a pretty neat competition, thanks for the heads up Carlosan.
  14. Falconius

    Feature suggestion/dream: Model to Armature

    The pose tool is fantastic I love it, but it really doesn't behave in this manner, and it can be quite finicky and clunky depending on what you're after. This is more for quick early adjustments that you wouldn't really have to think about too much in the early block out and mid stages. It would also make asymmetrical sculpting of creatures simpler. I can actually think of all sorts of things it could be used for. Especially if you have the option to turn on and off armature adhesion of the various objects/meshes.
  15. I come from traditional sculpture. And the process there is pretty straight forward, you make an armature, bend it into the rough shape you want to achieve and then you start adding clay to that armature. Through out the process you can make small adjustments to the armature and it carries all the clay with it. It seems like it'd be a pretty useful idea to have in a sculpting program, I have no idea if it's feasible or not. Basically you'd build a bezier curve or nurbs curve bone structure, this curve structure would be persistent and it's own selectable object or layer, then you'd be able to stick vox clay to that curve, and then be able to repose the armature and the clay would follow the curve. It'd be a bit like making an animation armature except the process would be sort of in reverse.