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stusutcliffe

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Posts posted by stusutcliffe

  1. I got what you got. All those black splodges. I think what it is, 3dcoat shaders are sort of only for 3dcoat, did you use "metal" shaders. they dont really export as anything. So that maybe  a limitation to vertex paint to Blender. They look nice in 3dcoat but you cant export them because the use the "effect" of a bump and specularity. When I do metal I usually do it in Blender rather than 3dcoat first, but I just do simple stuff like gold earings and buttons.

    I think you should experiment a bit more. Just make a sphere and experiment with that. Vertex paint it, export it. Then retopo it , and export the maps that way you can see how it all works. FBX to Blender works just fine and stores the colour infomation. All these effects are probably easier in Blender if you retopo and bake various maps that  you can adjust with alphas and all the stuff, but they are a pain to make. Vertex paint is easier but then you have  the limitations....there is always a catch  isnt there.

    Im sorry I cant explain whats taken me  years to learn in a couple of paragraphs. Ha Ha .

    It took me ages to figure out the Vertex paint to Blender thing, there didnt seem to me any info anywhere. But since I figured it out I mix and match depending on my needs. 

  2. 14 minutes ago, Mack said:

    Hey Stuart, this exports vertex paint from 3DCoat into Blender?

    Yup... If you are not making a game or animating and you just want a nice render do this. It saves a lot of time . Though Blender will be a bit sluggish the more polys you have in your scene. I try to keep below 20 million! Also what I do is in 3dcoat , I vertex paint at a big resolution. Then decimate the bits until  they just start to look a bit dodgy. Sometimes if an scene has got a miriad of parts retoping/baking etc can take longer than doing the actual sculpt. And really thin stuff like clothing can be impossible to retopo. Though a quick way is to "retopo via decimation"  Its all swings and roundabouts and what you can get away with. Nobodies workflow is the same. 

    • Like 1
  3. 39 minutes ago, Mack said:

    So essentially I just vertex painted instead of UV Mapping, and retopoing?

     

    Anyway to get vertex paint into Blender?

    From the sculpt "room" Export your scene as an FBX. In Blender , import FBX. Add "vertex colour node" to colour input on the principled shader. Done...

    ( Be wary of your size  of objects ...check in 3dcoat Preferences"in/out"  , I use cms. This is because Blender sometimes imports HUGE objects. So some experiments required to suit you.)

    Vertex paint.jpg

    • Like 1
  4. I use the " nearest the nib" button on my pen  for undo.

    ( If you are actually using a mouse for 3d coat, I think the inconvenient undo is going to be the least of your problems. )

  5. 47 minutes ago, pattanner said:

    Same Issue here, All drivers updated, including GTX 1080 Ti video card. 3DCoat will not even start, Installed to D: drive, uninstalled and re-installed to C: drive, downloaded again. Restarted each time, still no joy. It does appear in task manager as a background process for a few seconds, but then vanishes again.

    Its a mystery. Ah well thats the end of that then....

  6. Artimiano .  I think it depends what you mean by animate clothes. I f you mean have some sort of catwalk model prancing up an down in a flouncy dress, then no in 3dcoat. I think thats what MD is designed for isnt it. I use 3dcoat to "animate" cloth with a simulation but just to get a nice pose. ( did I converse with you about last week? Or was it someone else?) I suppose you could construct clothes and export them though, to  Blender or your favourite 3d package. Thats all beyond me though. 

  7. That looks cool. I can see the 'autosnap' button at the top, so I assume if you switch that off you can lift the polys from the surface and form 'clothes' but I would not know if you could draw them lines in mid air so to speak. But it is usually easy enough to drag the polys where you want them. I keep them at a low count because there is less to move about then just subdivide,when you get nearer the shape you require.

    ( the new poly modelling thingy might be useful for clothes and stuff, we shall see. Because I think retopo is just basic poly modelling anyway.)

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