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stusutcliffe

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About stusutcliffe

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  1. stusutcliffe

    [Solved] How do I sculpt this ?

    Quick and dirty version.
  2. stusutcliffe

    [Solved] How do I sculpt this ?

    Hi. The way I would do it. Position one desk divider where you want it to be , put it on an axis will help, then use the axial tool. It can always help if you make things like this on the 'origin' ( the point where all the axis meet, 0,0,0 cordinates ) Because then when you move gizmo to position the resulting meshes you can type in '0' . Have a play, and if I have confused you I will try and make it clearer with images . ( I f I get some time.)
  3. stusutcliffe

    [Solved] Axial Move Gizmo

    Ha thanks , just noticed this.
  4. stusutcliffe

    painting

    I can see your "Root Layer" is hidden, but try hiding that visable layer. You would think you would not have to with the root layer hidden ,but maybe you do.
  5. I ve got a vague memory that sometimes for some programs when you install if you right click and install as administrator that sometimes did the trick. Cant be certain,just one of those vague memorys floating around the vast empty space of my brain.
  6. stusutcliffe

    [Solved] Axial Move Gizmo

    Could this check box be added. I am always grabbing these by accident when I go for the centre cube. Unless Ive missed a setting somewhere. ( I usually miss the blindingly obvious!)
  7. stusutcliffe

    Object within object, to one object

    Yeah I think its because voxels have some sort of density to them so its like a solid object whilst surface is a mesh . If you would have brought you object in as a voxel it would have combined like philnolan said. But you would need loads of poly/voxels to keep the definition. Edit , just looked at the piccy, that is a good amount of polys.
  8. stusutcliffe

    Object within object, to one object

    Right click on the object in the sculpt tree, then near the top of the menu is "object-ify" ( maybe should be called seperate ?) This should make seperate objects. Then that might give you more options to merge them properly.
  9. stusutcliffe

    3DCoat 4.9 BETA testing thread

    Trying to earn a living today, difficult when things dont work terribly well. Is it just me. There must be some one else who cant split/cut off properly.
  10. stusutcliffe

    FBX Format.

    Just reporting back. Working perfectly between Coat and Blender. No more giant stuff ! Thanks guys .
  11. stusutcliffe

    FBX Format.

    Brilliant, now we are getting somewhere I have been holding back on the latest betas cos I am in the middle of a project , Im on 4.2 and 4.3 .They are missing this option. I vaguely remember reading that FBX had been worked on, this must be it. I will start with a fresh brain and refreshed software in the morning. Thank you so much for everyones help.
  12. stusutcliffe

    FBX Format.

    Nope not got that , can you show me a pick please?
  13. stusutcliffe

    FBX Format.

    Thanks. Yeah all of that ha ha. Just one thing seems new to me here ,where /what are the FBX export prefs? I dont recall seeing that anywhere at all, that might be the magic button for me.
  14. stusutcliffe

    FBX Format.

    Thanks for the trouble you are taking to look at this. If I follow those settings ,it is still an enormous default size in blender. I usually import to Blender at .04 size to make it managable for me. I think my client could do that in Maya ,maybe they are lazy. ( The settings in 3dcoat dont seem to affect the export size.) I think you are lucky that it works fine in Max.
  15. stusutcliffe

    FBX Format.

    Ive been working in mm, but it does not matter I can change to any unit and its massive in Blender. If I reduce the model to 10 percent of its size ,its managable in Blender. Clients not got back to me yet, Im sure he can just import 90 percent smaller in Maya ,youd think so wouldnt you. I start most of my sculpts in coat using the generic mannequin as a size guide . he seems to be about 190mm in my layout. I thought that would be a reasonable size for digital maquettes. If any one knows how to start off in 3dcoat about this size and and export it so it appears that size in other software. Over the years and all the software ive tried nothing has ever matched up, so I gave up in the end ,cos mostly its hobby and it doesnt matter, just wanted to get it good for client. So there is your challenge folks export the generic 3dcoat mannequin( non segmented one untouched in 3dcoat) to Blender/Maya as an FBX and have him not be massive...then tell me the settings....ta!
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