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3DArtist

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Everything posted by 3DArtist

  1. Nice work on the drone!
  2. Thanks for sharing. Hard surface is the thing I'm least familiar with in 3DC.
  3. digman: Thanks! The bow was provided by Mixamo so that is the only thing I did not model. (btw, about 5000+ diapers. )
  4. chingchong: Thanks! I have a little girl now and soon a boy. randomguy_j: Thanks also! The fur is hand sculpted. I have all the rough forms done now, just need to go back and add more detail.
  5. Nice details, very well done! The ferret reminded me a little of the gecko from geico, a meaner version.
  6. Thanks for the tip, next time I'll try increasing the resolution a little.
  7. Great sculpts and I like the texturing on the penguin!
  8. Very nice! Did you sculpt him in 3DC also or just paint?
  9. You have a nice variety of work! congrats.
  10. I need the practice and critique so as the topic states, this is my contest wip thread. A little back story to help character development: He is an archer for hire to protect farmers and herders and their familys, crops and animals from creatures that roam about. Fur coverings and dark clothing help camouflage him and keep him warm at night. He has an array of arrow types, one of which is wrapped in fur and dipped in a bioluminescent mixture, that when it hits a target it sprays the mixture on the animal making it more visible and easier to hunt at night. The character base was created with the curves tool. I did a quick paint-over in 3DC to try to get some ideas for clothing and gear. Current progress: Trying out some clothing created in Marvelous Designer. Probably use it as a base for sculpting additional detail. Fur progress: I hope to continue making progress on this but I (my wife) am expecting kid #2 any week (or day) which could put this on hold. Thanks for reading! Side note: For those with an iPad (and soon Android, Mac and PC), the l'Ecorche Classical Anatomy for Artists app might be of interest. imho it's nice to have on a tablet so it doesn't take up screen space and you can just use your fingers to navigate.
  11. Looks like exporting the layer to an obj (without decimation) and merging back into the scene fixed it.
  12. +1 You can render images out larger than the screen in the Render room. So bring that functionality to the paint room for projection.
  13. If I remember correctly, clean surface poked holes in the mesh and clean memory turned it into abstract art, spikes everywhere. I've also tried them individually and in combination so maybe my mesh is corrupted in some other way. But I will try again when I get home and if it still does not work I'll send the model to Andrew to look at.
  14. That has worked in the past for me but now when I try it, it destroys my mesh.
  15. When you import your model into the voxel room, you can size and scale it before you merge. Then when you merge the mesh to the surface mode (Merge without voxelizing) 3DC will ask if you want to preserve the initial size and scale for export later. Click yes and when you export, 3DC should resize it back to the original scale. The scale of a mesh in surface mode should not effect performance. Keeping objects roughly within the boundary of the grid might be a good idea from a navigation standpoint.
  16. I get a crash also when importing an FBX into per pixel painting. I think vertex color import/export is only available in the voxel room. That's where I was doing my tests. You can try to import the vertex painted object into the voxel room, and bake it to per pixel painting.
  17. Try FBX or maybe STL. I can import LWO and FBX with vertex colors back into 3DC (painted and exported from 3DC).
  18. Sorry guys, I got some terminology confused. I mean saving the splines from the Strokes tool in the Retopo room. I would like to create and modify the splines created by the strokes tool and export those as guides for FiberFX in Lightwave. Thanks for the tips AbnRanger. The sculpted hair cap would give a surface to draw strokes onto for the hair strands, then I would just need to be able to export the strokes from the retopo room.
  19. Some changes/additions to the spline tool in the retopo room could open up a nice Lightwave fiberfx guide creator: 1. Export splines to LW FiberFX compatible guides. (a general spline export would be nice also) Each guide is made up of a 2 point poly chain and a 1 point poly "root" as the base. (see attached sample. And a description on Worley's site here under "Guide Geometry".) the root poly needs to have a separate surface (ie called "root") The rest of the 2 pt poly chain can be called "Fiber" The order of guide creation is important. One way that seems to work is to first create the root 1 point poly at the first point of the spline, then create the rest of the 2 point poly chain. Repeat with the rest of the splines. Creating all the 2 point poly chains then going back and creating all the 1 point root polys does not seem to work. 2. Option to "snap only base". While drawing spline, snap only first point of spline to surface then draw spline on screen plane (ie when cursor leaves object and draws in empty space) this way we can draw splines perpendicular to the surface or raised while the root is attached to the surface of the object. 3. Option to "stick spline base". Stick allows the spline to be modified either by point or by brush but the user cannot move the root. 4. Option to keep distance between points of spline so we can modify their position but keep length of guide the same. 5. Allow the brush to modify multiple splines. 6. Allow points on the spline that are not snapped to surface to be selected and modified. sample_LW_Hair_Guide.zip
  20. Very cool, thanks Andrew! Will this eventually work with brushes also? +1 what gbball said.
  21. Same here. 3.7.13(DX64) I'm also having issues with painting on materials projections, the stroke is offset from the brush origin. It appears to work fine on mask projections
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