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3DArtist

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Everything posted by 3DArtist

  1. No, not silly. That would have been another thing I would have suggested. It's puzzling that the sparkles load but not the picmat.
  2. A couple more shaders that may be useful: Depth shader Vertex Color only shader Depth shader: Adjust the "Depth End" until the far end of the object is white. Adjust the "Depth Start" until the near end of the object is black. "Depth Shift" slides the depth nearer or further away. GC_MP_Depth and VColor.3dcpack.zip Remember to remove the ".zip" before installing extension in 3DC.
  3. +1 This could speed up character creation also. Sculpt a character then click on key points on the sculpt and matching points on a base mesh and retopology is pretty much done.
  4. Yes, a melt/gravity brush would be neat. i.e. ZBrush:
  5. Nice gorilla. I also look forward to seeing him with fur and painted.
  6. Very cool! Nice sculpt and render. How did you achieve the SSS look?
  7. To add to the list, can the spec map in 3DC be broken up into Spec and Gloss maps as well?
  8. +1 for multiple vertex color maps, if possible.
  9. Using "rotate around current pick point" and activating sketch tool in the voxel room, when I try to rotate the camera the current pick point (pivot of rotation) is somewhere off the screen which results in unusable navigation. imo the current pick point should be set to the center of the sketch box. I have to switch to "Rotate around world center" for the sketch tool to be usable. I thought I saw a Mantis bug report on it but I cannot locate it right now.
  10. Thanks Andrew. Looks like the voxel sketch tool rotation bug is back.
  11. I do not know much about the supershader other than it was developed by cakeller. It looks like it is apart of his "Synthetic Nature Shaders" here.
  12. Thanks Monkeybrain! I uploaded the shaders to the Exchange Library on the forum here. After you download the 3dcpack file: One way to create your own: 1. Right-click on a shader in the Shaders palette (i.e. PicMat_Clay_Depth) 2. Click "Construct new shader" and enter a name for the new shader. 3. Click on the texture button to load a new picmat. A picmat is just a shaded sphere that you can render from a 3D program (i.e. blender, Lightwave, Modo) ZBrush has some examples here. You can't use them for 3D-Coat but they should give you an idea to create your own.
  13. File -> Export also right-click voxel item in VoxTree and Export. Set the reduction to 0 if you want the raw mesh. Is this what you're looking for?
  14. +1 I could really use this right now, and I'm surprised there is no hide tool for surface/Liveclay.
  15. Nice! I look forward to seeing the progress.
  16. It looks like it is loading the sparkles (CustomSampler2.dds) but not the picmat(CustomSampler1.dds). I will try to test it on another computer to see if I can recreate this. The only thing I can think of right now to try is: Copy the attached files to the GC_Snow shader folder (overwrite Variables.xml) in "Shaders\Custom\GC_Snow\" folder in your 3D-Coat program folder. Then in 3D-Coat, right click on the GC_Snow shader and click edit permanent shader settings. Load CustomSampler1.png into the Snow Texture slot. Sorry you are having issues with it. Do the other GC_Car_Paint and GC_Car_Tire shaders work for you? Variables.xml
  17. Thank you Garagarape, the Snow shader was acting strange on my computer also and somehow I missed it. Here is the updated GC_ShaderPack. The only change is the fixed snow shader. GC_ShaderPack_v1.1.3dcpack.zip And here is just the snow shader if the shaderpack is already installed: GC_Snow_bugfix_01.3dcpack.zip Remember:
  18. Happy to help Hopefully soon the blender applink will support vertex colors.
  19. Thanks for the update haikalle and your hard work on this!
  20. I assume you are using cycles, create an Attribute node via Add -> Input and type the name of the vertex color map into the field on the node. Then just hook it up to the color on a shader and it should render.
  21. I also want to post that the applink is working nicely with voxel sculpting -> blender & cycles.
  22. I don't think there is a way around it yet. +1 for layer lock.
  23. There is an Opacity slider in the shader settings of most shaders. Is this what you're looking for?
  24. You can assign multiple tools to one hotkey by "stacking" them, then you can toggle between them with one key. +1 for sticky keys though, they work nice in Silo.
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