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Everything posted by LucaFox

  1. Studied and watched all videos I could, it was very intersting and taught me a lot! The only bad thing is that there's no sss functions inside 3DCoat, apparently I saw a video where a guy built an ice smart material, but he used some unofficial build back in 2015. The only thing I didn't get is how you import smart materials! I downloaded few of them, but couldn't find any "import smart material" button!
  2. Thanks Michael for your response! I'm studying right now how to create smart materials in 3DC thanks to the official channel, it looks pretty straightforward! I've checked your stuff Micheal, and it's crazy! Very very good job, my best compliments. What I'm not sure I fully understand is: if 3DC is capable of create any type of material, which are the reasons that make one decide to create them in Substance Designer and then to import them in 3DC? Is Substance Designer easier to use or what? Thanks again for your time!
  3. Hi guys, I hope the question doesn't sound too silly, in that case, pardon me for my noobness! As you know I'm still relatively new to the software, and in these days I'm studying the smart materials abilities of 3DC. My two questions are very simple and straightforward: - Can I create smart materials/materials in Substance Designer and then import and use them in 3DC? - Does it make any sense? I mean, does 3DC smart materials editor has any flaws or lack, or I can just craft the craziest, cartoonish or hyperrealistic materials? Thank you for your time! ^-^
  4. SOLVED: I'm sorry, I solved this issue in few hours after I made this post, but I forgot to update the post! The issue: double vertices (two vertices overlapping one another, one of them created erroneously)! Hope that will turn useful to someone someday! Thanks for your help Carlosan!
  5. You mean, I should split this polygon that comes out grey?
  6. Hi everyone! When I uvmap, sometimes certain meshes are doing this strange thing of having one or more polygons plain grey. They also don't show on the UV map islands! I've encountered this problem twice before: once, I solved it splitting a polygon that had several vertices in more, simpler polygons; and the other time it was a rectangle and I just couldn't get what was going wrong. I've no idea on why this is happening (in this specific case is also a triangle, so it's clearly not a matter of complexity) and I'm attaching a screenshot to show you the situation! Thank you for your support!
  7. -SOLVED- Hey my friends! I solved the problem. The lowpoly mesh is meh. The uv is meh. The baking can probably be done better (even if I spent the last 2 weeks studying the baking options and what they're about because of this problem). But I couldn't understand exactly what I was doing terribly wrong... because I wasn't doing anything so terribly wrong. I just tried to bake in 3DCoat... worked flawlessly. ****. 3DCoat +1 ... again.
  8. That's because I revisited the UVs few times checking if everything was OK, and at a certain point I just started trying to export the model with different options, thinking that could be the problem! As said above, I was pretty feared that the problem could be the bad lowpoly... I'll check the links you kindly shared and retopo it correctly, I don't think that there will be problems! Thank you for confirming my doubts!
  9. Hey there! I tried and my problem persists I'm checking if 3DCoat's bake works (instead of using Substance Painter), but I shouldn't have these issues A friend of mine said something about "crease edges" functions, maybe something like that? The problems effectively looks related to sharp edges in the lowpoly
  10. Looks like I'm still using 4.7.24 Carlosan, could really be that the problem?
  11. Hello everyone! It's me... again. Honestly, sorry for that. This time, I'm experiencing a huge problem with the high to low bake. I've made several, several experiments to solve it, I've improved it, I've learned a lot of things about exporting options, optimal decimations and settings on Substance (I love to integrate these two softwares together SO much)... but I couldn't solve it. At first I thought it was all about bad UVs (and my UVs are bad, believe me), but I tried to do some experiments and I've seen it doesn't seem to be UVs' fault! I've came to the conclusion that it must be the bad geometry of the lowpoly model... I think. But before retopologizing all the model from scratch (I'm gonna try 3DCoat retopo tools, played a little with 'em and liking 'em!), I'd really, really love to ask the advice of more experienced, professional people. I'm not sure if this can be helpful, but there's my workflow: lowpoly in Blender, import in 3DCoat, voxelization/sculpt/etc in 3DCoat, export high from 3DCoat, UV map the lowpoly and exporting it from 3DCoat, importing lowpoly UV mapped in Substance Painter, baking the textures (only the normal, actually) with highpoly and optimal settings also in Substance Painter. The point is: is it effectively a bad lowpoly/retopo mesh problem, or I'm missing something important? Hope you can help! Sorry again for all these questions, and thank you in advance for helping me out! Here the screens to show the exact problem (here you can see the bake result in Painter, the highpoly in 3DCoat, the export settings in 3DCoat, the lowpoly also in 3DCoat).
  12. Thank you a lot guys, now I see! I'm afraid I was messing again I tried and it perfectly works. Thanks a lot again!
  13. Hi everyone! First of all, I want to specify I've checked several tutorials to see if I was doing something wrong, but it doesn't look so. I'm doing exactly the same things I've seen working on tutorials (and they're the most obvious and first things I did too) but I can't export a multiple part object in anyway. It just export it as blank. So I'm guessing this is a bug or I'm just missing something really big this time! I attach some screenshots here to let you see exactly what I'm doing:
  14. Thank you very much Mystical! Your workflow is very straightforward and precise, I love it and this is the kind of workflow I'm looking for, considering I'm very interested in lowpoly modeling and in integrating it with 3DCoat! I'm loving this software more everyday, and it looks like at least for hardsurface, it's just the best on the market Thank you again, I'm working hard to improve my messy lowpoly meshes and I'm learning a lot from this!
  15. Thank you Digman for your help! I'm following these tutorials and I'm really appreciating them, so clear and straight! I'm also seeing that voxels can be controlled veyr well and can incredibly speed up hardsurface sculpting! This permit working a lot more artistically, allowing to easily follow concepts and to totally ignore geometry at this step... it's just amazing. I'm starting to clear have clearer ideas! Thank you again!
  16. Hi everyone! I'm new to 3DCoat, and in 3D art in general, and I'm looking for a good workflow. I've already worked several times in Blender, creating very low poly meshes, and I've sculpted high res meshes in ZBrush and I'm now starting with 3DCoat! I can do a blockout for a weapon or a base mesh for a character, and I've found no problems in importing the second in surface sculpt mode, subdiving/voxelizing it and sculpting the details. Ridiculously, I'm having more issues with the hard surface. The most common workflow in the world is creating a basic geometry in Maya/Blender and importing it in ZBrush/3DCoat, subdiving it, and sculpting details on the surface. I do like creating blockouts in Blender - mostly because I can control very, very good every face, vertex, and edge. Being a newbie to the software and having seen some videos around, my questions are: - Which workflow do you reccomend in general, or for a specific task like character/hardsurface and why? Do you use a blockout made in Blender/Maya/Etc or do you sculpt directly with voxels? - Does the voxel sculpt mode some particular cons? How good is the control over an hard shape/surfacem how does it feel? Would you compare it to an absolute, precise control like the one you have when you block out? - Does voxel sculpting give particular problems when it comes to retopology? Most people use a blockout to have a retopology mesh almost ready (never made a retopo before, so sorry for the ignorance about the topic)! Well, that's all for now (I've few other super-nooby questions to be honest, but they'll be for later)! All of this came because I've noticed that in voxel mode you can make crazy details with lightspeed and with great freedom, but also that if I import a blockout mesh and voxelize it, instead of starting with a voxel mesh, it'll create annoying voxely artifacts (apparently, 99% on inclined edges) that I can't make go away with Res+ and I don't know how to polish! I'm also wondering if it makes sense to NOT use voxel mode, considering the great advantages it offers even on a dynamesh... but to know that, I must wait for your response! Thanks to everyone in advantage for the help, I promise I'll annoy you more with silly questions on geometry and sculpting soon!
  17. Hi! I'm learning 3D graphic for games, and my aim is to become a character artist, even if I'm currently struggling even creating weapons :P After long time trying ZBrush and 3DCoat I decided to opt for the second, and I'm liking it! Everytime I find myself saying "Oh ok, that detail should be made in ZBrush, I can't do it in ZBrush" after two minutes I find how to do that detail in 3DCoat. And I love that! I come from a traditional instruction, so it's a bit hard for me to work digitally sometimes, most of all because I'm studying all that stuff on my own, but I think that if I try very hard I can do it. Now I'm creating my first weapon for a game, and I'm a bit frustrated but also very satisfacted! I want to say that I really appreciate the fact that 3DCoat's staff is always ready to help and support and also very educated. Hope you're having fun!
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