stevecullum
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Everything posted by stevecullum
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Sure - I was under the impression that any export would auto-create any UV that was needed. So in that way I assumed we wouldn't need to create anything ourselves. Perhaps Andrew can clarify the situation?
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Thats the confusing part - just export model and textures, I interpreted as 'No UV maps to create - just export model and textures'
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Then I'm not quite understanding Andrew's comment here:
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Now that does sound cool! Why don't you just intergrate it into 3DCoat as any other function? I can see this being a big selling point...No UVing, No Seams, Rock 'n' Roll
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In the longer term, once 3d apps support this format, we might not need UV maps at all!
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Jan 15, 2010 Ptex released as free open source. http://ptex.us/ Would love to have UV free painting in 3dcoat!
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Thanks for the new vids - most helpful. Sometimes after creating UV maps after retopo, I see strange invisible areas on the mesh in the painting window. When I examin the UV maps they seem fine though - any idea what causes this?
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While having auto quadrangulate can be useful, most of the time is doesn't really create shapes efficiently or using the correct loops etc... I was thinking about how you could improve this and was wondering if you had a database of known shape types - faces, arms, legs, tubes, etc... could you use those to create a base? So I would envisage going to a panel and selecting the nearest type shape to my sculpture. This would be broken down into areas that are marked/painted. Arms and Head for example, and then 3D Coat would try to use this extra data to create a lores base, but with the loops and poly flows it knows in the database. I'm probably just rambling here, but it would be great to see some improvements to this feature.
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Sounds promising
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I found them to be useful too...especially the wrap tool - I hadn't even noticed it was even in the menu! Of course now there are some cool new tools, you will need to release another video tutorial series showing how to integrate them into a workflow. Perhaps a muscled hero, built from the new curves tools and muscles?
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3D-Coat 3.1 released!
stevecullum replied to Andrew Shpagin's topic in New Releases, Bugs Reports & Development Discussion
Having a problem here. If I choose the new sketch tool, then click choose but abort the selection, nothing works. It seems to be stuck in sketch tool. Anyone else? I'm using 64 bit GL Cuda version. EDIT: Just ignore me, seems ok now I've re-started! -
Which is??
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Yeah come on, spill the beanz! Don't want to spend money on ZB unnecessarily if 3DC is going to get something along these lines...
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Wow, just saw the demo - that's some pretty awesome base mesh creation method! I always felt trying to create a base mesh from curves in 3DC a bit clunky and limited, but with ZS2 I can create the base mesh in there and then import to 3DC for detailing and texture painting
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Is quadrangulation any good for animating with?
stevecullum replied to stevecullum's topic in General 3DCoat
I spent the time retopo-ing using the sketch tool. I didn't realise it could do entire loops I'm sure certain efficiencies could be made though with better use of the tools, but I may try your idea next time and see how that works out. Thanks -
Is quadrangulation any good for animating with?
stevecullum replied to stevecullum's topic in General 3DCoat
Thanks for the info - I thought that might be the case. It would be great in a future version to be able to use some kind of curve system in indicate the flow of the polys it creates. You seem to know the tools quite well - any tips on getting the most out them?