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Ashe

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  1. Can't you switch how Modo interprets the green?
  2. Thanks for the update! I'll try to look at it soon.
  3. his point is, Modo supports more channels than that and allows for a metal/rough workflow now.
  4. yes, because you have to freeze voxel objects in order for there to be polygons for Modo to import.
  5. Sorry couldnt tell you, the applink still doesnt work for me.
  6. the Unreal method uses a binary plugin, not a script. Doesn't make a difference really as AFAIK Python has full SDK access in Modo. I could use a working Modo applink as I am currently doing a tutorial series on Youtube and when i hit the UV mapping and texturing part, I'm going to be doing that in 3dcoat.
  7. ok, still didn't make any difference.
  8. That's all. That python stuff appears in the log when you first open the applink window. none of the first page buttons do anything.
  9. I'd have to go try it again to even find out.
  10. Has anyone gotten this working in Modo 12? Its not doing anything for me here...
  11. The Wacom isn't really any better than the Surface Pro 2 or 3.. or the HP Pro x2 612, which also uses a Wacom digitizer and Intel graphics. the advantage to the Wacom is that it can be plugged into your desktop pc and used as a Cintiq- well, at least the V1 version could.
  12. Lightwave was $995 in 2000 and ran on off-the-shelf PCs. Roughnecks was produced 99% on off-the-shelf PCs that we built, with TNT2 graphics cards, and the renderfarm was mostly Celeron 300A-366As depending on what was the best bang for the buck that month.
  13. Ah ok, is this in both 3.7 and 4.x?
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