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johnnycore

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Everything posted by johnnycore

  1. Ah yes! You can totally do that, you can do this in your 3d application of choice or in the retopo room, whatever works for you best.. This should also make rigging easier by transfering weigths..
  2. Im not sure if I understand these questions correctly.. but if you look at the t-shirt cloth sim video for example you can see the tshirt is a non-closed mesh (it has not thickness) after the simulation it will get converted to voxels with a thickness. But to awnser your question: it should be able to bake onto a non closed mesh (in theory) With " Copying from existing mesh and paste in new voxel object" im not sure what you mean with this, do you mean part of a polygon mesh or voxel object? A workaround for using non closed mesh as reference is import --> reference mesh it will not voxelize the object so you can use it purely as reference. About your idea: it is possible to do so but you can also use double sided materials in some game engines.. Im not sure which one you're using? Double sided materials save's a lot on poly count..
  3. I would create a retopo mesh in the shape of any cloth piece.. for example some pants. In the retopo room you can extude the retopo mesh a little so if fits around the model. You can either paint some wrinkles in the paint room using per pixel paint or microvertex, or you can use the retopo mesh for cloth sim in 3dcoat --> convert to voxels --> sculpt detail and then --> bake voxel details back onto your retopo pants mesh A little offset in the retopo mesh works fine for cloth, rigging the model + cloth is the way to get it correctly into animation. Using the same vertex weight from the character should not result in a problem + you can add some extra bones to shift the cloth a little to fake physics.
  4. Is this happening to you in every version? Or just the current version you using? Have you tried using the openGL version? Your graphics card can handle openGL (in theory, I read somewhere that openGL is for GTX 400 series or higher)
  5. You could try using this tool to create cloth: You can also use the cloth tool: But I personally dont like these tools because it converts cloth to voxels afterwards.. I like keeping my cloth dynamic so I use 3DCoat for the cloth topology and simulate it Houdini..
  6. 1. The circles should not be happening, how did you create these images? If you used photoshop, make sure the document color mode is set to RGB instead of CMYK, the CMYK black is different from RGB black. Another thing you can try is create a custom alpha channel in photoshop and save it out as a .TGA 32 bit. 2. Looks like your depth is set to 0%, not sure about this. 3. A rectangular texture should be possible.
  7. I startef out with a bamboo as well, then I switched to Intuos 4M.. BIG difference! At my work we have an Intuos 5M available.. feels the same as the Intuos4M.. but we also have a Bamboo at a older Mac Pro.. dont like to work on that one.. going back to bamboo is not a good feeling.. So if you feel like spending money on upgrading some hardware I would recommend a Intuos 5 tablet.. its worth the money.. About the two screens: in your Tablet properties you can set up a button which can toggle between displays instead of using the area for both screen you can toggle tablet area to screen one, or two. I used this alot in the beginning but the Intuos 4M works well enough with two screens at the same time so I dont use that feature anymore..
  8. You might have beta tools turned off.. go to edit --> preferences --> show beta tools Then there should be view --> ShowVoxelsInPaintroom
  9. Have you turned this feature on in the paint room: view --> ShowVoxelsInPaintroom Should be working..
  10. Over here its not a default setting.. I dont know why its the default setting on your computer maybe the newer versions (somehow) messed up your Export.xml file..
  11. I meant duplicate the model in the voxtree (right click --> clone --> clone) this fixed some problems for me..
  12. Looks like you're in flat shade mode.. not sure if you are.. but try pressing shortcut "5" and/or "1" (smooth shade/relief shade). You can find these settings at: "view" in your menubar on top. Im not sure if this is your problem.. just a leap of faith..
  13. Hi there, I would like to suggest some UV-tools that I find to be missing in 3DCoat. Transfer UV-tool: I would like to be able to transfer the UV's of one object onto another one independent of topology/polycount. You can use this for many things: - xNormal requires the same UV-Set for Vector Displacement baking, transfering the high poly UV's onto the low poly UV's would be a nice feature when you want to generate Vector Displacement in xNormal - Quickly create UV's of a model based on a template mesh and use it as a starting point See attachment video of an example I've made in Maya. Copy UV islands from one UV-set to another: In 3DCoat I am not able to copy a UV island from one UV-set to another, I am able to move them but not copy them. This can come in handy for texture projections, I use this technique alot for architecture. At some parts I use a tileble texture and on some parts I project some grime/dirt spots which I project ontop of my tileable texture. TransferUV.zip
  14. Have you turned off your voxel model's visibillity before merging with NM Per Pixel? Not sure what you exactly did, either way it should be turned on before merging.
  15. I also had this problem a couple of times.. my trick was to duplicate the model in the voxtree and delete the old one.. somehow I seem to have less errors this way.. what I think is going on is that its rebuilding the model internally.
  16. And here are the files as .TGA file: https://skydrive.live.com/redir.aspx?cid=cc28f919b28c325b&resid=CC28F919B28C325B!128&parid=root
  17. Ah ok, for some reason I prefer TGA over PSD.. I always use it in my workflow so I got used to converting to TGA..
  18. Link coming up in a few minutes of uploading..!
  19. In photoshop I created an action which does --> multichannel to rgb image conversion --> save as TGA, I ran this on all files. Now they import with no problem. If you want to use these for the 3DC PenPack I would like to upload them for you.
  20. It also crashed over here.. I did a batch convert on all brushes and now I can import them with ease.. would you like me to upload them?
  21. Wow some of these brushes are really nice! Thanks for sharing!
  22. C://users/user/documents/3dcoatV3/shaders/custom macintosh HD/users/username/3dcoatV3/shaders/custom Should be put in there..
  23. I've created a quick one, never used Zbrush but I think it does a similar thing as the Red Wax.. Try these light settings with it in the viewport: ambient light 50%, primary light 50% redwax3.zip
  24. Which shader have you been editting? And what kind of look do you want to create? Any examples?
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