Jump to content
3DCoat Forums

MetalDevil

Member
  • Posts

    24
  • Joined

  • Last visited

Posts posted by MetalDevil

  1. Anyone here good with Blender and got know-how?

     

    I used blender to model a bottle, and a cork. When I was done, I exported the model to 3D coat, and retopologized etc. After I was done, I went to the 3D coat store to buy a glass smart material. So, I did as the instructions say to make it look like glass, and I was satisfied with the results. (Lower opacity etc) However, when I export the object back to blender with the results I got from 3D coat, Blender only recognizes the cork material, but not the glass material, and it doesn't look like glass, just a plain model. so I'm not sure what to do.

    potionbottle.PNG

    clearbottle.PNG

  2. Ok, so I somehow made it to the paint room for the weapon I was trying to create in 3D coat. So it looks like the only paintable object is going to be the low resolution object? Because after everything, it doesn't look very good. I thought I baked it as good as I thought it could look, but still came out undesirable, for the most part. I thought I was going to be able to paint on the high resolution object, but didn't get that result I was expecting. The spikes on the Zweihander blade don't look great. I have to hide the original object in order to paint on the low res one it made. When I go to Render, it will only render the original object. (The one that looks good)

    zwei.PNG

    render.PNG

  3. Anyone got any tips of how to make it work? I feel like if I knew how to effectively use it,  I can make working on things a little faster. But I can't for the life of me get it to work right. I've used strokes where I think they should go, but it still comes out very ugly. Here is an example with photos. I've put strokes down the blade before, but still comes out ugly. The guard and handle don't always come out right like it did this time. (Steam version)

     

    zweiretopo.PNG

    Sweihandertetopo.PNG

  4. Sorry, I'm back again. but this time I'm having trouble making like a wrap around the handle for the Katana.

    This is what I've attempted using curves, but it looks like ass, and using a voxlayer also looks like ass to me because I can't make it look even. lol. and when I attempted to use symmetry it gives me an error using curves.

    Anyone got any good ideas on how to attack this?

    handle.PNG

    I'm basically trying to make it look like this:

    20190108_173509.jpg

  5. 8 hours ago, pickers said:

    To make the tip of the blade thinner than the rest of the body, you could "pose" it then scale the side.

    ok, I'll try that and see how it comes out. 

    For the question about Blender, idk. I guess I've never thought about using blendor for any reason in combination with 3d Coat. 

  6. I'm able to get a good shape with the method you said, but now I'm not sure how to make it into an actual blade with a sharp looking edge. Similar to how my first photo looked on my first post.  Unless I literally just need to make the block skinnier?

    EDIT: Nvm, I figured it out

    Capture.PNG

  7. Well, I managed to get this far, but now I hit a brick wall. Not sure how to proceed to make the tip of the katana round at the tip, and gets pointy near the top of it. Like how a katana is supposed to look. Unless there's another way to make he blade to begin with? Any suggestions?

    katana.PNG

  8. While I'm using 3D coat to make a Katana, I'm trying to use the "Coat" tool under the "Objects" section. But when I turn on Symmetry, it does not copy to the other side. I can do this with VoxLayer just fine usually, but it will not work with "Coat."  Also, when I use Voxlayer for what I'm doing, for some reason it will not paint on my handle correctly, and nothing happens. Not sure what events happened from what I did for that to happen though. I did switch from Surface mode to Vox mode a few times though in the UI thats in the bottom right of the software.

    bug..PNG

  9. I'm having an issue where in the viewport the camera will clip with an object if I zoom in enough. I want to be able to get in close enough to do enough detail work. I tried to change the value in the Edit > Preferences > Viewport > near plane modulator numbers but nothing changes, and I still clip with the object at the same distance. Changing to orthographic view helps, but I still can't get in as close as I want to.

     

    Anything I'm missing?

    Capture.PNG

×
×
  • Create New...