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rb452k

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Posts posted by rb452k

  1. Yoshimitsu??? :drinks:

    I know the vox pinch, but it solves not all... ;)

    OK, here's a sneaky tip then :) I use the "extrude tool" with a pointy brush (curved profile) and extrude the edge a little, then use vox pinch on it - try it :D

    Cheers!

    Ren

  2. Alpha 83 CUDA: A current test to make sharp edges on objects.

    I guess, the scrape tool is the better flatten tool... The flatten tool is currently too slow, and produces bugs.

    Yoshimitsu? ;)

    For sharp edges try the "vox pinch" tool.

  3. hehe...you're lucky you didn't mess the middle....

    so here is what you do:

    take any brush with depth set at superlow and small radius value and paint a little on the right side of your model.

    Then, press the sym copy button that is located at the top end of the volumetric menu.(be sure symmetry is on when you press sym copy button)

    Voila!

    I could kiss you!

    Thanks so much, thought it was gone for ever! (or gonna be a hassle to get back anyway :D )

    Cheers!

    Ren

  4. Make reptopo and then make Retopo menu->Merge in scene

    You will get paintable mesh. Optional step - setup seams and make unwrapping before merging.

    OK, but that would get me a low-res paintable mesh - is it possible to get the hi-res mesh?

  5. Good!

    For now the best way to get mesh is retopology. It will take no more then 5 min to make retopo for this head.

    I am sure that retopology time is < sculpt time/4. But of course some complex objects can't be retopologized at all (almost).

    Just press retopo tool button and you are in.

    OK, but how do I get the hi-res detail from the volumetric sculpt?

    Am I missing something?

  6. That's cool. We have been testing it here on game assets too - mostly for 3d concepting and topology. Baking in 3DC worked fine, the only thing is inability to control uvs shells directly and absence of multiple vertex normals(smoothing groups).

    I tried the UV tools in 3dcoat & liked them, I found keeping a UV set on an imported model gave draw errors, so I let 3dc do it's own UVs.

    My preffered method at the moment goes something like this:

    1. model in max/maya

    2. Do UVs in 3dcoat

    3. export back to max, re-organise UVs to suit me.

    4. Work in 3dcoat

    5. bring hi-res mesh out of 3d coat, textures & all.

    6. Bake textures onto low-res mesh (and normals) within max.

    Seems to work for me :D

  7. Hi there!

    I'm trying out the alpha to see how I can use it to make stuff for the games I work on.

    skullTJ.jpg

    That's a skull model I made in volumetric sculpt in about an hour (from a sphere) and then retopo'd a low-res & made a normal map, as I'd use in game.

    The green one is volumetric, the white ones are hi-res & low-res with normal map!

    I am enjoying this program a lot :D

    Cheers!

    Ren

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