Jump to content
3DCoat Forums

Elemeno

Advanced Member
  • Posts

    860
  • Joined

  • Last visited

Everything posted by Elemeno

  1. it sounds easy but its the placement and material that will make it look natural ... hair is hard ! erm in 3dcoat you can .. but ive always found the modelling tools so hard to use ... maybe use blender for this one
  2. use the modelling room .. dont use voxels .. you need one sided polygons , make 3/4 strips , uv them and then copy and paste them on the head
  3. if you want optimised game hair , hair fibres arent the answer .. you need a couple of flat planes , and a good ahir texture and variate those across your mesh , if you want realistic hair then zbrushes hair fibres or xgen for maya .. blender also has hair particles .. the thing is , use the tool to its best uses and 3dcoat even though it caters for a massive variety of uses , hair isnt one of them
  4. i just tried to upgrade my version ... i went to pay with paypal the price was $45 .. when paypal was about to confirm it said i confirm the loan of $91 incase of changes or deliveries?
  5. also im currently hard surface modelling a chest plate , ive made hard edges and ive also selected the hard edges , but i want to invert my selection which im unable to do EDIT... just noticed the new update does this
  6. also a better hotkey system would be amazing , i find memorizing brush names easier than brush locations and random number selected .. maybe A certain other software approach , so i could be (space+C+F) for the clay fast brush ... its not essential but it would 100% speed up my workflow
  7. POLYGROUPS ,but 3dcoats version , and have the integrate into autopo, geometry hide , masking even painting , obviously this isn't viable in voxel mode but surface mode would be nice , polygroups or 3dcoat groups would be ale to help curves in topology so we can get clearly topology better edge flows we just need quad only subd ,i know this sounds like im just asking for zbrush features but i only go into zbrush to finish and polish my sculpt surface modelling would also be a nice feature to replace modelling room , but to be honest... other than that 3dcoat gives me everything i need ... it truly is a great piece of software!
  8. guys ... what is happening? these guys work so hard updating , and fixing bugs ... they are trying to add as many features as possible , buying the upgrade not only give you the updated version, but it gives you a year of free updates and the money given helps these guys keep developing and keep them above the ever increasing price of living ..
  9. i dont fully understand your question ... if you can make a quick video ill see what youre currently doing and i can show you another way or more refined way
  10. works alot like poly groups but with a better name ... would this be possible maybe in surface mode? for either hiding meshes or to work with autopo to get a clearly retopology curves etc ... even though 3dC comes with so many more features ... some features are seriously needed to make things faster and more efficient
  11. retopo tools wont work on a model that has multiple parts ... the tools will look at it like whats underneath the mesh is what you snap too ... combine and voxelise so all gaps are filled and only the outside of the mesh is shown, tools will work perfectly after that .. hopefully they fix this soon also autopo does work really well ... you can never beat doing retopology by hand ..
  12. its not a bug .. the color picker chooses between albedo and real world colors ... for example if ou see something on your model and think i like that shade the first "V" shows that color ... the v again shows the actual color without lighting or glossy etc... grey shows up due to the bake layer below ... if youre landing on an area without color it will be greyed out as it has no information to show
  13. in 2022 , a few things were said to change , the ui reworked and surface mode quads do we know if these things are still happening also is modelling room being reworked too?
  14. everything that has a menu or tab in the ui can be hot keyed but as for a list ... i can find one
  15. those textures are projected from the inside, when you take it into a game engine , scale it you will have a full skybox on my video you will see it only project the inside but im looking from the outside
  16. Desktop 17-02-2024 23-06-55.mp4 something like this? excuse my art ... this was super fast
  17. in the modelling room when you're selecting and transform the gizmo gets in the way (gizmo moves when you're selecting) you can however hide gizmo and then select and unhide gizmo this is very slow, you can bind a key for this operation but thats still slow.... so a separate key that doesn't interfere with the gizmo but is used for selecting would work lovely ... however thats not something you can do without getting inside the code
  18. selecting a vertex ,edge or face should use the same key that interacts with the gizmo ... should be right click or have to use an additional key like shift or ctrl something that stops the gizmo interfering with any selecting you may be doing
  19. you dont need anything of that ... you want a skybox ... just add a sphere primitive unwrap and paint, you dont need to bake or flip normals ... unless im not actually udnerstanding you
  20. check your license on the pilgway website , sign in and check your licenses expiry date
  21. im currently in the process of re-topologizing this model , but even though its actually perfectly symmetrical, 3dcoat is showing it as not , ive tried every pick from bounds etc etc ... only thing i could do was select pick1 and manually choose a centre point which isnt as accurate as id like and its time consuming , any body know a better way to make sure its perfectly symmetrical?
  22. any news on a non destructive quads modes for surface? maybe some improvements to autopo where the quads properly follow or maybe a way we can make polygroups in the process of autopo to show proper flow for quads?
  23. yes i just done it quickly , it does in fact work if you remove multires after deleting layers and i followed your video step by step and can confirm my side done the exact same ... but for now remove multires is the work around
×
×
  • Create New...