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Ruud

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Everything posted by Ruud

  1. Hey guys, Here's my Zipper spline object (see attachment). U can extract the .zip file to C:\Users\......\Documents\3D-CoatV....\VoxStamps\Splines. When u re-open 3DC, a new folder (called Ruud) will be added to the splines panel in the sculpt room with a custom icon for the zipper object (see image below). If u don't want a custom folder, just copy the zips content to your preffered folder, or move it to another folder within the splines panel (using right click). If u give it a try, please let me now what u think. Have fun with it! Grtz, Ruud Ruud.zip
  2. Owwww whoops, i was looking at the wrong directory, C:\Program Files\3D-Coat-V4.8.18 also has 3D-CoatV48\VoxStamps\Splines. Thanks for your help Carlosan!
  3. Hey Carlosan, Thanks for the reply. I've got it working but i can't see the newly created spline in the windows directory \3D-Coat-V4.8.18\VoxStamps\Splines. Am i looking in the wrong place or is there maybe a different way to export the spline. Thank you
  4. Hey guys, I've got a question about importing / exporting custom spline objects. For my latest project: character i wanted to use a spline object to create a zipper for use with the curve / snake tool. First i made a zipper.obj in c4d, saved it to the "\3D-Coat-V4.8.18\VoxStamps\Splines" folder and then adding it to 3DC using this: It worked although this option gave me no control about offsetting the object so the repetition was off. My 2nd attempt was importing the obj directly to 3DC sculpt room, then dragging it to the Curves panel. This worked quite well but i don't really understand the 2nd text line in the following popup: "Save object to Installation Folder/VoxStamps/Splines/". This sounds a bit like my first step but can someone explain this proces? At first i thought the file would be added to the folder by 3DC but it shows no new files. Here is my created shape. Once i know how to export it, i would love to share it with you: Looking forward to your reply
  5. Sweet work. Ethereal is def my favorite skin!
  6. Hello everyone, I'm currently working on a character that will be used for short animations in a company project. This is the sketch / concept: Currently I've made it this far: I used a capsule for the main body type and extruded simple arms and legs. Made a very basic shape of the jacket in the Retopo room. Imported it into the Sculpt room with the "Cloth tool" (great tool btw!) Smoothed the jacket to get rid of small folds (too realistic). I want to keep a cartoony look. Up next: Tweaking the jacket and adding details such als seems and zipper. I've got one workflow question for you. The character will be renderd in a Maya / Arnold scene. Concerning the highest detail / quality, do u guys recommend certains steps (for example use microvertex painting)? At this stage i'm thinking of sculpting all the detail, even the fabric. Lemme know what u think! Grtz Ruud
  7. Thanks for the reply digman!
  8. Haha yep that's the plan update: Chiseled some rocky texture.
  9. That is correct! Is that actually recommended at all?
  10. Hi guys, Need your advise concerning an optimal paint workflow (for smart-materials). Bare with me here :p Painting my scult-object with smart-materials generated an "AmbientOcclusion" + "CurvatureMap". Now i guess that it's probably better to start using the smart-materials after i baked for per-pixel painting? but then how do i get the best ao + curvature info after retopo for use of the smart-materials? Is there actually a difference between the "AmbientOcclusion" + "CurvatureMap" generated from the sculpt-object when i select a Smart-material and the AO that i can choose to calculate during the baking for-pixel-painting and calculating Curvature in the paint room? Also i noticed that my "CurvatureMap" from the voxel-painting object stays in my layers after the pixel-bake and that my "AmbientOcclusion" get's replaced by the newly calculated version? Are these the layers that my Smart-materials will use or do i need to calculate a new curvature for example? Thanks and sorry haha
  11. Hello everyone, I've just started sculpting on a mini garden / world for our new app. The idea is that the user can add plants and stuff on his own, like a mini garden kind of sim. For the base i used a torus geometry and started making the rough block-out with the Absolute tool. Next up: Carving rocks!
  12. Hello everyone, Maybe a stupid question but i'm experimenting a lot with the different sculpting tools and i was playing around with the stylus settings (depth, radius, opacity). Does the opacity actually work within the sculpt room or is just for the paint room? Thanks!
  13. Hey guys, Is it possible to alter the corners of the Extrude tool like the Vox.Clay tool? Thanks, Ruud
  14. Ok thanks digman! It was my first photoscan (i used agisoft) so I will def need to check the export options + axes. Grtz Ruud
  15. Hello everyone, Is it possible to change the world axis. I've imported a 3d scanned model but now my Z = up. Thanks, Ruud
  16. Hey Guys, little update: I've done some more digging and came across two situations that have to do with my problem with the "weird looking normal map". This forum topic that discusses the gradients in the normal map generated by 3DC: This explanation of Tangent Basis: http://wiki.polycount.com/wiki/Texture_Baking#TB
  17. Hello Andrew, When i import an object into the paint room (Paint room > File > Import Object) and bake it (Paint room > Bake > Bake sculpt mesh onto paint room mesh) it's not working and I've noticed that it's not showing the UV's. During the baking proces in the paint room the window jumps to the retopo room to tweak the scan options and then i can see the UV's but not anymore after the bake. If i import the same object into the retopo room then the UV's show and i can bake but i want to bake with what you said "So the only way to bake external mesh with sharp edges (smoothing groups) is to import it in Paint room and bake from paint room bake menu (Paint->Bake->Bake sculpt mesh onto Paint room mesh)". Any thoughts about this? Thanks, Grtz Ruud
  18. Thank you Carlosan for contacting support and the preferences tip! I find the whole normalmaps thing super interesting and i'll def try to dig deeper. My colleagues use Zbrush in their workflow and when they bake normals they get the clean example like the face in my previous post. Yet the normals baked by 3DCoat work aswell however the preview of the normal looks strange. I'm getting the feeling that it has someting to do with the cubes example from my previous post.... To be continued
  19. Hi Carlosan, I made it bigger and changed the scan settings. I've just uploaded the robot example to Sketchfab and i'm seeing the same results. The full render looks great but when u view the normal map u can see what i mean. Look at the top of the face. Why is one part dark and the other light? If u look at the cube image in my previous post u can see that the normal is behaving like 4/5. Please check the face image. This is what I'm "used to". U can see the UV islands yet the normal wraps around neatly. This looks more like cube 2/3.
  20. Hey Carlosan, I've just made it bigger but that doesn't solve the issue. I was browsing the web for related situations and i hear a lot of talk about the tangent-space.. Also i found this image which i think shows the problem. The middle cube 3 is how i see all the normalmaps and mine looks like cube 4/5.
  21. Thank you guys for taking the time do dive into this problem and tips, really appreciate it!! I didn't know about the non-uniform scale, non-planar polys and normalmap preferences. The only thing that i don't understand is why the normal map itself looks so strange. I expect a smooth wrap around the object like the diffuse but instead u can see it with all the seams of the unwrap (in 3dcoat/paint room setting the normalmap layer to standard blend or in sketchfab check the normalmap with the material inspector). Yesterday i started working on a new sculpt (japanese torii gate) for the same project, did a manual unwrap and just applied all the correct settings but still get the same weird thing (see image). Check this random sketchfab model for example and view the normalmap with the Modelinspector. It's smooth and u can't see any seams from the UV. https://sketchfab.com/models/8bc18542a5e04dcf8aadea834726a4af How is this with your models? Grtz, Ruud
  22. Little update: We just played around with a new bake that is showing the same "issues" near the seams. The green chanel looks to be causing the strange layout of the normalmap. We disabled the green channel in photoshop and manually moved the seams and then they fit so something is happening (during the bake of the green chanel?) that is causing this. Is there an option that gives u control about the baking/flipping of the normals?
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