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Creator

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Everything posted by Creator

  1. And tests should be made on hi poly, complicated meshes, not sphere. Low density, smooth mesh can behave differently than 25mln poly character. That's just my suggestion.
  2. I understand BeatKitano 100%. Sometimes frustration reaches other galaxies I'm wondering if this brushing bugs is somehow related to tablet driver. Anyone tested other tablets than Wacom ones? Sometimes it feels like 3DCoat miss level of pressure given from pen. Same thing happened with bug that puts 100% of pressure when you touch surface first time.
  3. Yeah... i know what you're feeling. Especially when you're in a middle of the project.
  4. Hmmm i'm wondering if there is any possibility to close this ports manually. Probably there is bug in source, where file is not closed correctly, or 3D Coat have no permission to close ports once opened by it.
  5. Yeah i know, i was just joking. Have you tried this solution? http://blog.thecodingmachine.com/content/solving-too-many-open-files-exception-red5-or-any-other-application
  6. Tser have you tried to chmod 777 3DCoat directory and your saved file? Just try, maybe it can help. But when you use zbrush under Linux, Wine is managing all file and system I/O, so it's not Zbrush advantage but Wines Try to run 3DCoat 32bit under Wine, it would be running OK in my opinion :P
  7. I bought 3D-Coat - Full Professional Version Win&Linux V3, so now i need to upgrade both keys (2x84$)?
  8. I propose to add GUI to AngleScript (or whatever it will be) so people can modify it. Then we can choose best option from all propositions.
  9. Hi! I want to share a mocap project that we (me and my friend) were working on about year ago. Main goal was to create simple face mocap with minimum amount of markers. It's only proof-of-concept, so there is only basic functionality. Source is written in C (openCV functions and Maya mocap server) + mel scripts. At the moment project is discontinued, waiting for spare time, but now when we have more knowledge i think it need to be fully rewritten. Check out sources (if you want ), but it's messy: https://github.com/X...sStudio/FaceCap If your interested in CG programming/scripting check out my facebook site: www.facebook.com/CgScriptDen Thanks for attention
  10. I will receive new builds... because i'll upgrade instantly !! Yeah i know it, just wondering whats the difference between ~70€ Steam version and Pro (beside commercial licence).
  11. Do i need to upgrade or something to test this (4.x) build? Btw. 3D-Coat on Steam is brilliant idea !! Edit: Is Steam version similar to Pro?
  12. Hey !! I'm testing retopo room on Fedora, and have problem with randomly moving vertices. For example i want to create seams, and after few clicks i find that 2-3 random vertices are moved. Sometimes just a little bit, other times moved far away. I'm using 3D-Coat 3.7.18F. Annoying bug. Need to test on Windows. Anybody can confirm that?
  13. In fact hair are almost done (basic version and Clark Kent style ): And here is retopo of a head i prepared earlier: Low poly will be a little bit changed, because i need to open his mouth for rigging/animation. Cloths and items will be modeled in Blender or Maya, but i will back to 3D Coat for UVs and texture painting. Yeah i know your pain. In Poland the premiere was moved to tomorrow (friday 20.07) because of Euro 2012 football cup...
  14. Thanks man !! Your idea with cylindrical brain is brilliant !! Check this out: You probably seen this, but when there are takes on David talking, you can find cubic skulls on a background, behind a glass. Imagine all anatomy based on cubic shapes. Like unique alien species AFAIK there is no possibility to edit old posts, so i want to re-upload cubism reference and add few more:
  15. Check this out: http://frozenflamecorp.com/site/pages.php?page=entryview&category=products&entryid=2 and it's even cheaper. And there is nDo2 http://quixel.se/ but it's expensive as hell !!
  16. Hi, I'm not new here, but it's my debut in gallery. What pushed me to share this WIP was topic posted by DavidF: http://3d-coat.com/forum/index.php?showtopic=10030 I was shocked how many similarities our sculptures have. My work is a little bit older i guess. I even don't remember when i started it... Process of sculpting didn't take so long, but whole idea is evolving in my head from looong time. First i started to jam with my tablet and 3D Coat with target to create toon/comic book style character. I'm not sure but i feel, my character style is similar to some Marvel or DC hero/antyhero (i'll be glad if someone help me find a clue ). Then i started to think, and realized that this style is a little bit like (may i say) "soviet cubism": but with more flow and oval shapes. Now I've got idea about Siegfried (don't have surname yet). An nazi engineer whose dream was to create a time machine during WW2. Maybe i'll create short animation, don't know yet, but first i need to create portrait. So here it is: I hope sharing my work will push me to finish this fella. Retopology of a head is done. Now I'll make hair, uniform and oldschool, round glasses. Thanks
  17. Sorry guys my English skills are poor so maybe i'll try from the beginning:(I want to) 1) Import model with UV (surface mode). 2) Subdivide few times (with hope that my UV are preserved). 3) Sculpt something. 4) Then bake displacement map on my preserved UV, but without need of importing another mesh to retopo room. So my question was if it is possible, to work only on my imported mesh/one mesh. I'm familiar with Voxel workflow. I know I can import mesh => voxelize => sculpt => and then go to retopo room and import my mesh with UV and bake displacement to it. That's OK i'm working like that, but my friend asked me if it is possible to keep with one model during all process. Maybe there is some way to put surface mesh from voxel room as retopo mesh? I'm curious
  18. Hi !! I've got question. Is theren an option to bake displacement into UV from imported object? For example: I'm importing object without voxelization, than sculpt something, and i want to bake displacement to UV existing in this object. Is it possible without doing retopology? I know you can import this model again to retopo room, than snap it to our sculpted model and bake, but sometimes it is impossible to fit the model correctly. Maybe some workflow tutorial ? Thx in advice for help.
  19. I've got a feeling that Relax is not working in Retopo room, anyone can confirm that? Edit: Ohhh... it works. I've misunderstood the way how Relax works... Strange tool indeed, because it works almost similar as Snap. So i must relax mesh via Brush (smooth).
  20. Thanks for clarification. Sometimes all that linuxs drivers stuff is confusing.About new simplification during export - it works perfect I was working on a vehicle for Warhammer 40k, and prepared parts for 3d printing/prototyping. For example from 3 million poly/tri part I reduced to 30 000 tris and shape is really nice preserved. Good work!!
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