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tkkstar

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Everything posted by tkkstar

  1. A great feature to add to 3d-Coat would be a quick way to make tileable textures using voxel meshes. Then send texture maps to Photoshop. Such maps could include normals, mask, ambient occlusion, spec, cavity and height maps. An example of this could be making bricks wrap around at the edge of the camera view. Currently, I'm making voxel meshes and exporting a mid range mesh to 3d Studio Max (depending on the texture). Once that is done I use xNormal to get the texture maps to use to in Photoshop. Then in Photoshop, it can take some time to paint the maps to where they are tileable. Saying all that, it would be awesome to be able to jump back and forth between 3d-Coat and Photoshop without worrying if my texture maps will be tileable. This could help with making detailed textures and cut down on the amount of time in other programs. Keep up the great work!
  2. Hey Everyone, my name is Michael and this is my first post and attempt at voxels in 3d coat. This is a piece that I started in 3d studio max. Its just a little ruined building that I wanted to create to get a feel for sculpting environmental stuff. I first started out by making a base wall. Next I placed all my bricks around the walls and then exported it out as an obj file. When I got to 3d Coat I just merged everything in and sized it down to work with it. After I get done with scuplting, I think the hardest part will be making a smooth workflow for retopologizing bricks that area sticking out. I'm thinking about either doing it in 3d coat or using the high poly version into Decimation Master (zbrush) and then back to 3d coat, or use it in 3d Studio Max. I'm not quite sure what would be the best, any suggestions would be much appreciated.
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