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rosikowski

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Everything posted by rosikowski

  1. thanks guys ! , getting much lower with polycount works perfect ! basicly previously I created around 100000 midpoly version out of my highpoly sculpt, and it looked like *** , now with around 30000 it does look much better, with 8k texture, (here is a quick textures applied, now I`ll go back and texture it properly and make my simple animation finally) thx ! ( I still need to test that automatic export but with next project )
  2. So basically for my purposes (sketch renders), by choosing "retopo via decimation" and making sure to go as low as I can (in decimated poly count) I can make the Baking process have better quality Normals ? (and 4k textures size)
  3. Yes High poly , also in that file there are textures, but painted onto those retopo via decimation objects
  4. Thanks ! Elemeno I dont know much about good topo xD but yeah seems like its a topology fault of that bad shading in low light angle, for this project I think I will leave it, and make the simple animation with what I`ve got, and present the concept with 3dcoat render engine, but here is the high poly model if You want to play with it : https://drive.google.com/file/d/1Rho4gVHTFKHWM5T9cigdtUNAcJEuDV40/view?usp=sharing Btw, how long retopology can take for someone experience ? what do You mean "quick" xD Oleg_Shapo Yes, I did used tat Normal map preset, but it seems that its bad topology fault, not normals that quickexport funcion I did play around with this one few months ago, but I had a lot of issues with this one, (usd format I mean, UE had a lot of issues with it) I will get some tutorials on it and give it a second chance now that I have more time, thanks !
  5. Hi guys, so, something has changed, either in 3dcoat or in New unreal engine 5.2 ? suddenly my normal maps are not making the model look better (I`ve always used retopo via decimation / then bake normals) then I was texturing it, and the Normals always made my model look sharper, better. now its something like this : at least thats what I thought it was, in blender it did look better but with simple light scenario (local point light, no ambient light) but when I turned on nice hdri I had noticed the same weird shading on the edges, of orange parts on the top of the turret (Im no 3d artist, Im a concept designer, so Im gueassing its becouse for the dirty Topology?) So, this ugly shading only occurs when the light is really low, on top light scenario its all fine but then when I render the same object (retopoed mesh, with textures, it looks beautiful no matter the angle) ( sorry for the long post, actually at this point Im not sure whats my question :D, well, the question my be, How to improve on stuff like that, I should learn more about topology right ? xD or just render my concepts in 3dcoat) EDIT: any tips on how to quickly do RETOPO so the unreal engine will render it nicely ? maybe I can render High Poly mesh and use nanites ? but then how to texture it ?)
  6. so, if I may ask for a little help, Im trying to fallow Working with Factures tutorial but I`m unable to use Facture spot, this is a tool to project large textures on a surface object with one click right ? (Im makinga terrain in Gaea, I have one big mesh and one color texture) . when I click on facture spot (with flat projection set in 3dcoat) I just paint small stroke of the textures,
  7. ok i stopped flickering after I changed from perspective to ortographic camera, (and then when I got back to perspective it works fine)
  8. Hi guys, so the smart material preview started flickering, (each smart material) - only in one project (40000 polys mesh) any ideas how to fix it ?
  9. after 3 days working in 3dc today it started again (I`ve set 3dc to run as administrator) (another thing I didnt told You, 3dc isnt informing me that the update is available anymore, but with this Im not sure if you guys removed that feature) EDIT: I`ve just installed .52 ver
  10. thanks You, firewall isnt blocking it, also started to test out "run as administrator" well see soon if the glitch happen I`ll let you know, thx
  11. Hi guys, so for a while I was subsribing monthly to 3d caot acces, and after some time I decided to get rent to own, (super happy about the software btw.) but Im having interesting issue: from time to time, (more or less 3/4 times in an hour) I get a messege from 3d coat "in learning mode you can only use up to20 layers" and then 3dcoat is deleting new layer and selecting first layer, sometimes its annoying, but sometimes I wont get this messege for a long time, I`ve tryed reinstalling my license again and again, nothing seems to work, I would appreciate any tips, cheers !
  12. yeah, when I create new file and start sculpting everything is fine, not sure what happend here, I did try : change the scale of the objects, change shaders (everything had the same shaders at some point), going back and forth into the sculpt room, nothing, I also thought that its a glitch that happend becouse of the amount of layers, so I have try to merge everything, but when I do 3dC stops working (freezes) also... when I go in and start to turn off layers inside that group one by one, when I turn off just a few some shadows are appering (but very low quality shadows)
  13. Hi ! I looove the software, definetly gonna subsribe before trial ends ! love it ! so, I have interesting issue with cast shadows I have 1 object and one group with multiply objects when the group "spaceship" is hidden, shadows are casting correct as you can see : but ! when I unhide the group below, all casted shadows are gone ! any ideas on how to approach fixing that issue ?
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