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rstralberg

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Posts posted by rstralberg

  1. When I tried to make retopo of a hard surface model (actually a lab-bench) I found it quite hard

    to get boxes and such stuff right (with 90-degree angles).

     

    Would'n it bee a good idea to have say a box-primitive which you could add and resize to wrap

    such things. Does not need to be any auto-wrapping thing. Just a box to place in right position and

    drag the sides to match the model.

     

     

  2. This helped me with 3DCoat4 and Modo 701

     

    • 1) Open the folder C:\Users\<your user name>\AppData\Roaming\Luxology\Scripts
    • 2) You will find 2 files with the extension .py there, 3dc_applink.py and 3dc_applink_auto.py
    • 3) Open those files in notepad or any other plain text editor
    • 4) Make a search and replace  from  CoatV3 to CoatV4 and then save

     

    I cant give any guarantee but for me it worked.

     

    I have attached those files already edited by me for those who are lazy :D

    Scripts.rar

    • Like 3
  3. Well... when shadows are on, I have 6-7 fps.

    Without shadows 30-40 fps.

    I think it is foliage editor optimization and shadow casting by objects placed through this editor.

    In earlier stage, when all foliage was placed by hand it was no difference between shadows on and off.

    So there will be some performance updates related to this tool, I suppose.

    Yeah. Its hard to get decent FPS.

    Guess we have to wait for Voxel-based engines. But they are coming!

  4. @rstralberg

    what a simple yet excellent idea!

    One problem though. Groboto meshes need further tweaking (move tool etc) you can't if you gonna use low poly as retopo.

    The major issue is that groboto mesh can be seen from miles. I prefer using them as bases for more sculpting. It produces great shapes after tweaking (in zbrush with the use of masks) and I always perform retopo-autopo in the end.

    Yes, I can see what you mean. I also do some tweaking on the low-poly mesh in Modo before using it.

    But as you say. The retopo tools in 3DC are so great that its probably a better way to go. I depends

    on the actual situation I guess.

  5. I looked at the video. The mesh is super dense and full of tris for a simple shaped object. I guess manual retopo is still the way to fix this.

    Hi

    I have Groboto 3 Beta and have tested a little.

    The mesh density and some other parameters can be set before export so

    you may export a very low poly version suitable for gaming.

    From Groboto you may export one low-poly version and one high.

    Then import the high version as Voxel object and make your details.

    After that you may use the low-poly version as retopology object.

    This is described very good here

    http://www.youtube.com/watch?v=bD0-bZKNrvU

  6. Hi

    I have a lowpoly model and also same model as a Voxel sculpt.

    What I want is to make a normal map for my lowpoly model using the voxle sculpt.

    Here is what I did.

    1. Open voxel file

    2. In Retopology imported the lowpoly model (snap to voxel = yes)

    3. Merged to per pixel paint with Normal map

    The model turns up OK in Paint room but the occlusion and normal map i totally weird.

    How do I do this the correct way

    post-672-12836089046729_thumb.jpg

  7. Well the retopo mesh can just be deleted by deleting it's layer in the Retopo Groups panel. Any meshes in the painting room can by deleted by deleting them in the Sub-Objects panel (just called Objects on it's tab)

    If you don't see either of these you can load them from the Windows > Popups menu, you may have to be in the correct tab for them to show up in there like the Retopo room to see the Retopo Groups option.

    Yes. Thanks.

    Now my .3d file is back to voxel-only.

    But I found out why failed to clean up the painting room earlier.

    It was impossible to delete layer 0 (containing the actual mesh) so

    I figured out that the painting room mush have at least one layer.

    I then added a new empty layer to have to layers. This

    time it was OK to delete the mesh layer as it was not the last one.

  8. Hello there.

    My name is Roland Strålberg and I live in the north of Sweden.

    I'm married and have 3 children (now grown up).

    I work as a Software Developer ( C and C# ) at Microbit in Sweden,

    mostly writing communication software.

    I have been pondering around 3D Game development for years without actually have created anything other than some

    simple samples and some code for others. So now I have pulled my self together and have started a bit more serious

    development of a game called CELLS. The goal is to get this out as a free game with some additional features as

    low-price shareware within 3 years.

    As being a professional software developer I have not problem with the coding parts of such a game. I'm using

    Unity 3D Pro as game engine. Back in the old days (when mud was invented) as school I had good art talents and

    painted some in oil and airbrush, but have not done any art work since then. So my first thing in the long list

    of ToDo's is training up my art skills and also how to implement them in 3D Tools.

    I have both ZBrush and 3DCoat and find them good in different ways, but when coming to do actual game models I

    think 3DCoat is the best tool for me. Its simple to use and works very well for this kind of work, and I just

    love Voxels.

    Together with Cinema 4D I have found that 3DCoat works very well for creating Unity assets. I have tested various

    tools and found that this combination is the right thing for me.

    As I'm doing everything my self, I also have to be a musician. But that is no great problem as I during many years

    in my youth play guitar is different rock bands and also have some knowledge about recording. For that part I'm using

    FL-Studio which fulfills my needs.

    If you check my age you will find that I'm almost an old man. Thats no problem for me and should not be for anyone

    trying to have some fun with interesting things.

    My webpage where I'm publishing some notes on what I'm doing is at My Blog

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