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Daniel

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Posts posted by Daniel

  1. Hi dear 3D-Coaters!

    We've received an email from Deke Kincaid. Some of you might be interested in it. Here's the mail itself:

    Hi Guys

    I’m doing a texture painting Birds on a Feather at Siggraph this year on that Wednesday at 11:30am. The goal is to make it a really fast 1 hour session where artists go up for 5-10 minutes, show off their cool tips & tricks with any software they want and then onto the next presenter. I would like to get people from other software packages involved to rally the troops to watch and present. I worked in production for 10 years long before working for the Foundry and I’m more interested in the greater good for the community of texture painters rather then just for a single application.
    Could you guys help me a bit promoting and also help get some 3d Coat artists to show off some tricks at this mini meeting?
    Here is the link to the BOF on the siggraph site and a copy of the description:
    Texture Painters

    Wednesday, 24 July 11:30 AM - 12:30 PM | Anaheim Convention Center - Room 213 D

    Texture Painters, strut your stuff. Think speed dating, but instead artists quickly present tips and tricks using their favorite tools, including Photoshop, Mari, Mudbox, Zbrush, 3D-Coat, etc.

    -----
    Deke Kincaid
    Creative Specialist
    The Foundry
    Mobile: (310) 883 4313
    Tel: (310) 399 4555 - Fax: (310) 450 4516

    The Foundry Visionmongers Ltd.
    Registered in England and Wales No: 4642027
  2. У меня тоже проблема с 3dCoat + blender

    Не могу победить один глюк, может кто поможет……

    Модель создавалась в 3D-coat. UV развёртка и запекание normal map в нем-же. При импорте в 3D max все нормально, при импорте в другие 3D редакторы тоже (рис1). Но вот когда дела касается Blender, а в него как раз и нужно импортировать – начинаются артефакты. А именно: На текстуре normal map отчетливо просматриваются UV швы, как в 3D, так и при рендере (рис2) , хотя в других 3d редакторах этого не видно.

    Пожалуйста помогите 2-ой день уже мучуюсь!

    А что стоит в Настройках?

    Attached Thumbnails
    • post-896-0-88702600-1367912829_thumb.jpg

    P.S. можете сцену из Коата отослать на инспекцию на workflow@3d-coat.com, хотя думаю, что дело в инвертированном канале (должно решаться выбором экспорта нормалей для Майя, Блендер в Настройках)

  3. Можно попробовать сохранить Ретопо-меш как обж, а после правки референса (и его перезаливки в Коат) загрузить ранее сохраненный ретопо-меш и продолжить.

    • Like 1
  4. Hi!

    you can't if you want the bottom of the sculpture to be bas-reliefed from its closest point. As possible solution try to split it into two parts and do Bas-relief for both, and then combine them together

    • Like 1
  5. Shaders Preview Info!

    For anyone who wants to make his own shaders preview:

    In Program Files\3D-Coat-V4\ToolsPresets\ there are two OBJ files. The PreviewObjectCenter.obj is a grey sphere, and the PreviewObject.obj is the shader.

    Create your own and try it. Keep the scale the same as in those files!

    That's it :)

    P.S. Share it with the community, and the BEST one may be included to the distributive!

    • Like 1
  6. There are 2 main merging options - Voxels and Surface. I'll touch the surface mode first. In surface mode you get EXACTLY the same mesh as you import (the same topology, the same amount of polygons, everything the same (even artifacts)), so when you scale the mesh that is going to be merged in Surface mode, you just scale it as in usual 3D app. That's it!

    Voxel mode, though, looks like this: when you have you model in Merge mode you see it with original poly-structure. Think of it as a container that will be filled with something (voxels) later! So, the lover the polycount the "less" of voxels will be in that container, so the small details will look like crap. The bigger the polycount, better the details because more voxels will "get into" this container. I hope I was clear :)

    So when you merge, you must be sure to prepare "the container" before you click Apply.

    If you need clarification, feel free to ask.. ;)

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