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Dennis Nikolaidis

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Everything posted by Dennis Nikolaidis

  1. To my surprise I realized that the line tool tries to strictly connect two points in 3D space (even though its technically a 2D paint tool). So if you connect two points with a convex surface in between them, it will appear as going through the convex volume. I'm not sure if this was intended to be that way, but personally I find that kind of functionality not desirable in the paint room. What do you guys think?
  2. Sorry for the rookie question. I found that a couple of empty layers from the voxel room transfered to the paint room. I still don't know what "default" is for, or why "layer" is created since I can just add one whenever I want to. I just don't like having empty layers cluttering the list.
  3. I'm getting some extra layers named "default" "volume+some number" "layer" and "model" which don't seem to hold any information in them. Can someone explain what these are good for?
  4. Is there a way to paint lets say overlapping plates with depth channel, without being affected by the depth of the layer under? Right now I have to go to the previous layer and manually level the height under the area that the top layer is covering. That can't be the only way to do this!
  5. I'm trying to pick myself through the voxel sculpting, and I just noticed that the transform tool ignores the symmetry plane completely. I take it its transforming the whole layer, not the polygons/voxels themselves. Is there any workaround to this?
  6. Hello everyone. I'm designing a video game production pipeline and also trying to figure the kinds of people that would work best for it. I bought a license of 3D coat a few months back for another project, and I'm itching to use it again for something different this time. I was wondering if people use 3D coat for game production and how well does it fit in that kind of production. What are the pros and cons of using it or not using it? Can it save time? Can it improve final quality? or is it either one or the other? Anyway, any suggestions or ideas that would help me decide would be much appreciated.
  7. Nevermind. I found the textures / import/ diffuse map option. still not understanding why it won't keep the texture with the saved project though.
  8. I'm not yet very familiar with 3D coat to figure this out. I'm loading a saved retopo project only to find that the reference mesh has lost its texture and I can't figure how to get it back. texture image is in the same directory but I'm not sure why it doesn't load it. any ideas?
  9. Thanks Timmy, you just made my day. I also figured how to snap merge the vertices together. Might have to do something with the auto or the vertices mode. Still not sure, but its working now. Awesome!
  10. For some reason, when I bring vertices close together I'm not getting a "snap" they just overlap each other until I make the brush small enough and zoom in to separate them. For edge extrusion I meant selecting for example the outer ring of edges and extrude it to create a new row of polygons. Both Lightwave and Modo do this (well lightwave doesn't have retopo but it does edge extrusion). Otherwise going around adding a new row of polys takes much longer.
  11. Hi there. I'm new in Retopo, trying to do some tests before I buy a few licenses for a project. I wanted to ask 1)how do you merge two vertices together, and 2) is there a way to extend an edge inwards or outwards? Thanks
  12. I'm a new user of 3DC with Lightwave 3D as the main app. In a project I'm asked to reverse engineer (retopo) several scanned objects, trying to keep the difference between the two surfaces to 0.25mm or less. To make my life easier I create a low poly version in 3DC and bring it back to LW for subdivision. (BTW is there a subdivision method in 3DC that I haven't found yet?) But my problem now is that if I subdivide the model in Lightwave, where curvature exists, surfaces tend to shrink cause that is how the algorithm works. The SubD patch doesn't necessarily pass from the vertices that control its shape, however those vertices are the ones that 3DC uses to match the topo model to the original. So after Subdivision I get a model that is slightly shrunk and may not be acceptable. Is there a way around this? I definitely need to output a low poly from topo, cause I work on it further in Lightwave and It helps that its low resolution. So outputting a high resolution model from 3DC is out of the question. I just wish there was a way to topologize using a subd surfaces mode. That would make my life so much easier. Any ideas?
  13. I thought it would be very very cool if future versions of 3DCoat could be ported to iPad. As iPad gets better and more powerful from generation to generation, it would prove to be a great sculpting and modeling tool on the go. Some food for thought...
  14. I think the Retopo panel could benefit greatly from a scale tool. Preferably something that scales selected polygons using the mouse as center.
  15. Just thought I introduce myself as well. Hi everyone. I'm Dennis Nikolaidis I came here cause 3D Coat seems to be a great addition to my toolset and will prove itself to be extremely useful on an upcoming project of mine that requires a lot of retopology work. But I'm sure I'll be using every single tool it has as I can tell there is a lot of intuition user friendliness behind its tools and I greatly support that. But anyway. A few words about me. I'm a 3D Animator working professionally since 97. Started my own company Animusing Productions 3 years ago, and still have big plans for it. Big plans like Making feature films one day. All in due time... I like modeling characters a lot. I find it very relaxing. I also love Character Animation for which I found to have a talent for, but haven't perfected to a level of being hired at Pixar. Again all in due time! I also like scripting. Lately I got some projects that nudged me to get into Mel and expressions in Maya which is another great creativity outlet for me, plus helps exercising that rotting brain of mine. Anyway... As long as the creative juices keep flowing, I'll be a 3D artist - animator. Maybe one day I'll do something that will worth all this trouble. Who knows! Again nice to meet you all.
  16. I would suggest that there is an option for the relax command to be edge aware so that it has minimal to no impact on the edges of the mesh as they usually follow a specific shape and its an extra effort to pull them back in their previous place after hitting relax.
  17. I'm a new user of 3d coat and first of all I have to say that I absolutely love the retopology tools that 3D Coat offers, and that is actually the only section of the program I've played with so far. Very very user friendly and well thought! I just wanted to share an idea that came to my mind. The current cap tool could use an improvement to allow better polygon flow on the mesh (edge loops). When the retopo mesh is intended to be converted to subdivision surfaces, all those triangles create quite an ugly pinch in the middle. A new cap tool could instead create a grid kind of patch with 4point polys, adding just one triangle on the edge for odd number of sides. Let me know what you think, and keep up the great job!
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