Jump to content
3DCoat Forums

Daniel

Moderator
  • Posts

    503
  • Joined

  • Last visited

Everything posted by Daniel

  1. Actually, if your pixel density is equal in both cases then performance will be the same. So it's quite dependent of your texture size per UV island (pixel density) and brush size, of course.
  2. what do you mean by "badly painting"? It's slow or not what you've expected?
  3. Until you press Apply or ENTER you see your poly model indeed, after you press Apply it converts it to voxels. So the thing you need is to control your voxer resolution. You can see it in Polycount window. Simply scale your model, or increase the resolution of your voxlayer. Start from 100k resolution at least. ps. some screenshots would be nice!
  4. The INTENSITY works if you have 2 or more light sources. It is the relation of their intensity to each other. Its range is from 0 to 1. Let's say you want your fill light (second one) to have 1/2 of the main light's power - then set it to 0.5, and main light to 1. That's it P.S. Very NICE work on a model!!!
  5. I bet he used Vox Layer tool I would... Very nice idea Phil!
  6. Добрый день. Можно, но немного сложнее. Сначала текстуру нужно экспортировать (как диффузную), а потом импортировать уже как Displacement Map. Единственное надо будет поиграться с коеффициентом глубины. Думаю у вас получится. П.С. глубину можно подправить позже на панели слоев Удачи!
  7. Здравствуйте, 1. Скачайте последнюю бету 2. Картинки можно просто драг-н-дропить во вьюпорт (и выбрать set as reference image) Попробуйте!
  8. Здравствуйте! А лицензия куплена только на Винду или Вин+Мак. Это важно Спасибо!
  9. Am I right supposing that you need a negative of your skull???
  10. Для более удобного общения в дальнейшем предлагаю использовать английский интерфейс - к нему очень быстро привыкаешь, но возможность быстро найти ответ на интересующий вопрос многократно увеличивается
  11. Для более точного сравнения перейдите в 3Д-Коате в Surface mode (поменяйте V на S возле названия слоя) и поставьте разрешение такое же как в З-Браше. Если там, например, 10000, то и в Коате поставьте 10000.
  12. Strange. Maybe send a .3b file to workflow@3d-coat.com for inspection
  13. Hi, Ripping isn't good anyway - maybe that's a bug. One thing to always remember: the higher the resolution, the crisper the details. I think it is even more applicable to voxels. P.S. Think of layers as in Photoshop. Add another layer if you need it to be independent.
  14. Привет! Если нет каких-та мега-уникальных требований, то можно. В конце концов, ювелирные изделия это те же геометрические формы разной степени сложности. Тут, думаю, в основном работа примитивами, булевскими операциями, кривые. У меня на аватаре ювелирное изделие. Сделал за 5 минут )
  15. Great to hear that, Felix! Amaze us all with dozens of beautiful artwork!
  16. Do you Unwrap UV after marking seams? Some screenshots with settings and results would help
  17. When you import mesh check "Merge without voxelizing" checkbox in Merge tool options. Later if need to make a shell from it RMB on VoxTree and choose "Turn surface to shell". That's it!
  18. Don't know much about it. You may try each and see will it make the difference. But I believe that the first one (that is default) should work. I mean I doubt that the problem is in normalization.
  19. After you click Apply, choose another tool (Grow for example). Then got to Shaders tab (right beside VoxTree tab) and change shader type to whatever you like. Be sure that the layer with your vox object is active. That's it. Have fun
  20. Hey, Looks nice! Keep it up ))) IMHO her arms movements are not natural when she runs. Again, good job!
×
×
  • Create New...