Jump to content
3DCoat Forums

tortoro

Member
  • Posts

    40
  • Joined

  • Last visited

Posts posted by tortoro

  1. Thank you very much for your quick answer.

    I'm going to try that

    Have a nice day

    Hi,

    I have try to retopo with my object, but when I was doing a merge it was not working (grey object without texture). With a simple deform sphere it is ok.

    So I try a workaround by exporting a lowrez mesh with uv properly set and an highrez mesh.

    After that I reload the high rez mesh as a reference mesh, and in the retopo tool import the lower one.

    I succesfully baked the highrez one into the the lower one but there stil a weird think, he baked also the facet of my object like if it was not smooth.

    Anybody have any idea of what's going on ?

    post-723-1231767082_thumb.jpg

  2. Hi all,

    I have some trouble with baking the mesh, a part of the mesh have some artifact.

    I have notice that even if my retopo is following the mesh some part of the mesh are still passing throug the low retopo mesh, even if the z bias is at his maximum strengh.

    Does anybody knows if it's a bug of the present alpha or if i am doing something wrong.

    post-723-1231507746_thumb.jpg

  3. well Im not sure how this works myself as I havent been importing many external models into 3D coat but I assume that topology(or at least the number of polys per object imported and how you import them) may have an effect of the performance of 3Dcoat? or the difference in polys between 2 objects eg head 10 mil body 2 mil might have an effect? Im also interested in this, I dont have all the answers Im just throwing some ideas out there.

    I don't know too. I must subdivide each part of the mesh several time (2 or three times) to get some pretty decent result before converting to voxel.

    Increasing the rez of the whole mesh still crash 3dcoat in .48 beta

  4. hmmm did you make the model in 3D coat or did you import it using an obj from zbrush or something? 11million does seem a bit extreme even for a good computer like yours, you should be able to get lots of detail out of 11 million polys on just an upper body if the topology is good.

    Hello GED,

    Effectively I imported 3 different LWO mesh (low res) and convert it to volume inside 3d coat. If I imported the whole model in 3dcoat the details was disapearing. For example the finger and ears, the nose also, and the mouth was bigger like a cartoon model.

    When I imported separately the different pieces of the body I will get a better result and all the details was preserved, but each I wanted to add more subtails details i was in the need to uncrease the rez.

    I don't understand why you are talking about topology, because I convert the whole body into volume ?

  5. Do you use 32-bit version or 64-bit version of 3D-Coat ?

    Do you mean "freeze" or "crash" every time you try to increase the res? Did you send the bug report?

    Hi lc8b105,

    I have the 64 bit version. Yep I send the bug report, 3d coat crash each time. One time He didn't want to restart without crashing but I forget to send the message(it wasn't a bug report).

    Maybe is the fact I merge several part of the body wit different rez into one layer (the head, with the body, and the hand after)

    Now on i'm trying the retopo tool, great set of tool

  6. Thank you for your comments.

    Nope it is not possible to increase the resolution of the model.

    3d coat crash always, I have a macpro with 12 Go of memory and a radeon 2600 xt under bootcamp with xp64.

    3dcoat have crashed and won't restart i re-install it but he crash every time I try to increase the res, I'm already at 11 millions polys maybe it's a to heavy mesh ?

  7. Hi all,

    This is my first try at the volumetric stuff. I merge man base mesh in 3dcoat and sculpt it.

    The problem is that I don't have enough rez for sculpting the finer details like the finger nails and the skin wrinkles.

    Do I try to do them in normal map after I retopo the whole mesh ?

    post-723-1231236995_thumb.jpg

    post-723-1231237010_thumb.jpg

    post-723-1231237020_thumb.jpg

  8. Hi,

    concerning the blackspot i had similar problem on my model. It was an overlapping problem on the uv.

    Concerning the modelling i found that the ears and the nose are not enough "round" , and the eyelid are just straight lines, maybe with some curve line it will be better.

    keep up the good work

  9. I am not a LW expert, actually i never used it at all, but it sounds to me like you are trying to insert displacement map into normal map's place. Try to export normal map from 3DC and use it in the same place.

    Hi,

    you must go the object properties-deform - under displacement check the edit nodes panel, go inside and create a node for your displacement map.

    Check the tutoirial at newtek to how to setup a displacement node.

    If you have several uv and map check my wip, there's a link fot this case.

  10. Very good! I like it. I think small skin details should be add to get realistic effect.

    Also, please describe more what kind of problem you have met, mayebe I will be able to help to solve it.

    Hi ,

    Thank's for your reply,

    The displacement is applyed on the original lightwave mesh, but I sculpt it in 3d coat so I have wrong deformation for example on corner of the lips.

    I would like to know if there is a way to get lower modified geometry from 3dcoat to lightwave.

    By the way if someone know a way to handle multiple displacement map and uv in lightwave let me know I try since 3 hours and every displacement map I put affect the whole object (I have different surface and uv for this object and I'm using the node tutorial from newtek + an add node to combine several displacement node)

    Andrew, I'll put more details on the head with colors and spec as soon as I found the solution to handle all the other probs :rolleyes:

  11. Hi everyone, this is my first attempt in 3d coat.

    I sculpt the mesh but I have a problem when I render because the original geometry of the mesh doesn't match the new one when I displace it.

    Trying to fix that.

    It is a part of a whole character that I'm trying to sculpt :)

    Advice and comment are welcome

    post-723-1209805399_thumb.jpg

×
×
  • Create New...