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pezz

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Posts posted by pezz

  1. Tilt&Swipe is an independently developed organic match 3 puzzle game for Android.


    Tilt&Swipe is due to be released in at the end of the month.



    All the models created for the game have been modelled and textured using 3D coat.


    Modo has been used to scale and correct the Transforms.


    Photoshop was used to create the menus.


    Tilt&Swipe is built on the UNITY game engine.



    http://www.charliedoggames.com/

    post-6864-0-03791500-1368575175_thumb.pn

    post-6864-0-39569300-1368575185_thumb.pn

  2. I am looking to know how big my objects are in metric measurements.

    I would really like to be able to know who big my retopo/voxel objects are in metric measurements.

    This would enable me to throw away the 3rd party software that I am using to do this and stream line my process.

    Maybe an option could be added to the Voxel measurement tool? :)

  3. Hey Iron Paw,

    Yeah a massive gun with a huge pile of shells will be awesome!

    I am currently working on getting the model into the UNITY game engine.

    One of the Evil Aliens gave me some pointers yesterday.

    The normal maps are jerking me around a bit.

    Nothing beats coats real time view port render.

    I will be trying to get UNITY to match or better it.

    post-6864-0-05992000-1344297255_thumb.jppost-6864-0-05992000-1344297255_thumb.jp

    • Like 1
  4. Nice work .The design is very awesome and attractive .especially shoes and muscle .but I think the head isn't match and the rest of the body ,The head is very small .

    Hey Thanks for the feedback fleeting time,

    I agree the head needs another iteration, the 4th time will be a charm :wacko:

    it does seem to small still and I reckon I could further improve the likeness of the model.

    Also currently the mode has x3 2048 maps on it. I want to make them all fit into one map.

    3D coat has a really great UV mapping system that will move the pixles with the UVs, which is so great and blows my mind!

    cheers

  5. This is looking awesome - Are you aiming for 3 million polys for the final model?

    I noticed in one of the fairly recent video tutorials that you can now paint the Voxels, and then project the colour to the retopo mesh - I tried it, it works and is super cool.

    I am keen to see a wire frame of your retopo, that is if you plan to do a retopo model!

    This model is really awesome!!!!

  6. The likeness is recognizable. The file size issues are interesting and I wish I understood it better. 2.5 gig to 600 meg is a big performance gain.

    …Cheers for the feedback, I have pushed hard to get good reference of Stallone and develop the facial features on this model. I have re factored the head several times now. Part of me wants to do it again; this will have to be at another point in time. Your feedback on the head scale issue is still very much appreciated. Props!!!!

    …With the file and loosing performance:

    In Max and Maya you can collapse the stack or delete history. This is simply doing a fancy memory dump. However by collapsing the stack in max you are creating a no going back situation, and I can understand why Coat doesn’t have this function.

    I have used the technique of recreating a file in MAX before. By starting a new scene and merging a corrupt file into it you can remove the offending data. In Max the process is heaps more complex than in Coat. Coat is elegant, and far more predictable than Max.

    I am no programmer and I don't want to be, I don't know why programs wigout and it doesn't really matter.

    All I do is:

    keep an eye on the file size.

    monitor how long I have been working the one file.

    clean up you file - remove layers you don't need.

    And if the file size starts to creep up, the file starts to run slow or locks up then recreate the file with the technique described above.

  7. Paint work on a new retopo of the model. My Friend IRON FINN set me straight on the mesh flow, on the face and upper body.

    I need to still do some work on the paint job. I hit a snag and needed to recreate the file from a corrupt file.

    File was 2.5 gig big.

    A memory leak meant that the RAM would run out after taking half an hour of doing nothing, then crash while trying to save.

    I managed to get around this by waiting 20 minutes for the corrupt file to open (full credit to coat for doing that) then:

    I deleted all of the voxels in the dodgy file and saved to a new file.

    Then I merge the voxels from the dodgy file into a new scene and saved that.

    Then I merge the 2 new files together and rebuilt file.

    It all lines up, has all of my paint layers and is 600 meg not 2.5 gig - Phew & awesome.

    post-6864-0-06045400-1343563711_thumb.jp

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