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Paint Guy

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Everything posted by Paint Guy

  1. Greg, that makes sense to "Merge" the eye after the sculpt is retopologized. Thanks. Journeyman, good idea to convert the ZB eye shader and then use that on a sphere. Thanks. pg
  2. Thanks Greg. So I guess you can't use a nice eye made elsewhere. Too bad because I made an really nice eye with UV map in Blender and I wanted to see what it looked like on my character. Ok, I understand, so you can only add realistic eyes in applications like Blender but can't render them in 3DCoat. pg
  3. I thought hey, why don't I see what my voxel sculpt will look like with eyes but I've had nothing but troubles. Steps I created an eye in another 3D app and then exported as an .obj. I then modeled a simple head in Voxels. I then selected (File > Merge Object) to "merge" the eye .obj into the voxel scene but 3DCoat just choked badly when doing this, so bad in fact that I had to force quit it. 1. Do you add eyes to the voxel room or is this not a good idea? 2. Can you import/merge an .obj eye into the voxel room and have it stay as an .obj or does it convert it to a voxel mesh? If not how do you add an eye to the scene like I can do in ZBrush? Please explain!
  4. Thanks AbnRanger for the tip on sizing and the video. pg
  5. Hi, my mesh in Blender is quite large. (X:2 Y:14 Z:2) I exported it from Blender as an .obj with the default settings, but when I imported it into 3DCoat Voxels it is tiny. I don't understand why? If I scale it up in 3DCoat then it will mess up any changes I make in Blender. What should I do, I was hoping 3DCoat would import the mesh at a 1:1 ratio. Any help is appreciated! pg
  6. Thanks everyone. Your help is appreciated. I started the base mesh using curves, but in the Voxel room I don't have a good feel for proportions or the size of the mesh like I do in Blender. How do I know how long or big to make the eel in 3DC so it doesn't import too huge or too tiny in Blender? Also, can I load a picture (front and side view) into the voxel room?
  7. Hi, I need to create an EEL from start to finish so it is sculpted and painted, but first I need some advice as to how best to go about it. I want a fast and efficient workflow using Blender and 3DCoat or just 3DCoat. Should I start with a low poly base mesh in Blender and import to Microvertex, Per Pixel or Voxel Room or should I just build the base mesh in 3DCoat. I have watched a few videos but everyone seems to have a different way to go about it so I am looking for advice on workflow that works best for others here. Thanks. PG
  8. Thanks Greg. Your answers were a lot of help. AbnRanger, thanks for the video links, yes I watched the first one and it does explain a lot. Thanks. pg
  9. Hi, wow voxols are great. I have some questions I can't find in the manual. Thanks. 1) In Voxol mode I have selected something weird and now when I try and sculpt box shapes are created. What did I do wrong? 2) In Voxol mode how do I deselect a menu in the left sidebar? 3) Do I select the "+" symbol beside the "Root" layer to create a new layer? Why would you want to select the "+" beside a sublayer. Can you give me an example? 4) How do I Color an object (An eye for example) on a separate voxol layer so it's color stands out from the other objects when sculpting? 5) What's the hotkey for Symmetry on X axis? 6) What's the hotkey for Resizing the Brush Size?
  10. Thanks Taros. : ) Andrew, any possibility to fix this! Rotating around objects is a real pain when you can't use your mouse in part of the window.
  11. Thanks Taros, but this seems to be more than the problem of closing the unwrap preview window because I have not previewed the UV map and I have not even entered the UV layout area. If I simply open 3DCoat and import a model the area is still dead and if you place your cursor in the red area it does not allow you to rotate around. Using Version 3.1.17 Mac. http://www.3d-coat.com/forum/uploads/monthly_12_2009/post-920-12597732123915_thumb.jpg
  12. Hi, I removed the .xml file but then when the problem still existed after removing the file I found something really interesting that you may or may not know about. The area with which you can place your cursor to rotate seems to be very small (too small). Most apps allow you to place your cursor anywhere in the window to rotate around the model, but on the mac version 3.1.15 you "MUST" have your mouse cursor in a very small and specific area (the red area) to allow you to rotate. I thought this was a memory problem, but in fact I think it is this problem instead. I've yet to try this in the latest version but I thought you should know this anyways. Please see my accompanying image for a better explanation. http://www.3d-coat.com/forum/uploads/monthly_12_2009/post-920-12597720019513_thumb.jpg
  13. Hi, I am trying to finish a project and I am running into problems. I am using 3DCoat. 3.1.15 (mac) I imported a simple cube shape and unwrapped it last week. No problems. 3DCoat was fast. This week I opened the same file and 3DCoat is so slooooow and sluggish. I imported another model to see if it was just that file and same problem 3DCoat is so slow. I am marking the seams in the UV window on this simple .obj model and it takes 30 seconds before I can rotate the model to mark another seam. I have no idea what's wrong. My mac has 12 GB of ram and an 8800 GT card. i have not had this problem before. Any ideas what is causing 3DCoat to be so slooow? Thanks
  14. Thanks Javis. Currently I only create very simple UV maps in 3DCoat but how do you create multiple UV's for more complex shapes like a person wearing a jacket, hat, pants and boots holding a sword for example?
  15. I have my UV map ready, but a small question. I want to rotate only a section of my UV map (see image) so it is easier to paint on in Photoshop. The problem is the pieces fit so well right now so I don't know how I can rotate it. I know how to use the rotate function in the UV editor to rotate the UV's but if I rotate this section it will be to big and will overlap. I can scale it down, but then I will have less area to paint on. Am I correct in assuming that everything (all the UV's must fit within the 2048 x 2048 image area? Do I have any other options other than rotating the section and scaling it down to fit the image size. Any help is much appreciated! http://www.3d-coat.com/forum/uploads/monthly_11_2009/post-920-12575554822815_thumb.jpg
  16. I know how to create the UV map, but when I open it in Photoshop it appears as a solid grey image. Where are any lines so I know what part of the image I am painting. Is there a way to get the poly lines to be saved with the UV map so it looks like the UV preview in 3DCoat? (see image UV_preview.tiff) UV_preview.tiff
  17. Hi, I have a number of UV questions, so please bear with me. What I want to do is very simple. I want to create a UV map on my mesh I imported from ZBrush, then edit the map in Photoshop. So I marked my seams etc. and saved the UV info to a .uv file and now I need to save the final UV map. How is this done? I went to Textures > Export UV, but it only exports the mesh as an .obj.
  18. I would look at some anatomy books for reference. The cheek bones, ears and nose are overly large. The face needs more formed shapes with fewer details. Currently the face is way too detailed. Fix the underlying anatomy and then worry about details last. I think this guy has a lot of potential though.
  19. Greg, IMO it's unfortunate that you feel you need to criticize the industry and new (wannabees as you put it) and established users in this way. The reason you see so many users creating the characters you are so critical of is due to the fact that the billion dollar film and games industry is largely (rightly or wrongly) made up of these types of fantasy characters. To get a job within this industry, as many aspiring young artist's are trying to do, you need to have work that is similar in genre, thus the as you would put it "narrow" range of content. Then don't. If you don't like the content you are seeing then no one's stopping you from creating something different, but just because it's not your cup of tea don't be so critical and intolerant of other aspiring "wannabees" who are trying to break into the games and film industry.
  20. Andrew, great work on 3.1.05. I'm having a few issues. Not sure if all are bugs. The Box is importing wrong. It imported fine in 3.1 but in 3.1.05 the box imports vertically. (see inset image) In 3.1.05 the UVs do not change color when a loop is closed. I selected "Clear Seams" then when I create new seams using the Mark Edges the separate UV's do not change color any more. Isn't this supposed to happen like it did in 3.1? When I delete an edge here (see image) the UV loop does not change to become all the same color like it did in 3.1? When I select Unwrap the resulting UV map is all "stacked" even though I marked al of the seams. This may be due to something I am doing wrong or a bug. Any ideas? Thanks
  21. Look this (rigs manipulations) - http://bit.ly/tTot6 Yes, this is very exciting. Andrew the video was great but could you please explain a bit more about this rigging feature. For example, will you be able to sculpt on the rig and then repose it at any time? Is the rig "Separate" from the voxels? Can you "change" the shape of the rig after you have done some sculpting on it? Many more questions. Thanks:)
  22. Thanks, I will have a look! Andrew would it be possible to give us a preview of the new tools/functions you create (like rasp tool) by taking a screenshot and posting it here.
  23. Great Job Andrew on the muscle tool. One solution is maybe making the muscle tool more rounded like a real muscle. Just an idea.
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