Jump to content
3DCoat Forums

Paint Guy

Advanced Member
  • Posts

    262
  • Joined

  • Last visited

Posts posted by Paint Guy

  1. 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

  2. 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!

  3. 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

  4. 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?

  5. 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

    Z6051081-Mosaic_Moray_Eel-SPL.jpg?id=906051081

  6. 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?

  7. The reason is: you have closed the unwrap preview window... but it is still there. I've already posted this bug some versions ago, but it was not fixed...

    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

    post-920-12597732123915_thumb.jpg

  8. 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

    post-920-12597720019513_thumb.jpg

  9. 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

  10. 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

    post-920-12575554822815_thumb.jpg

  11. 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)

    post-920-125705804829_thumb.jpg

    UV_preview.tiff

  12. 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.

  13. 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. :)

  14. Speaking about the production of "content" - I'd like to address this topic, if I may. 3D-Coat currently does have excellent tools that have been aimed at producing "content". But, as some of the users so humorously put it, the large portion of the content that ends up being produced with applications like 3D-Coat tends to fall into the category of elven/orc/alien hybrid muscle man Siren Amazon Beauty Queens with warts and veins and pores, or something. I've been watching the parade of images flow by over there at ZBrush Central since 2002 - the diversity of "content" has only grown narrower over the years.

    Greg Smith

    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.

    If there was any way of validating such a survey of users, I would think that the findings of such a survey would truthfully indicate that the majority of users of both ZBrush and 3D-Coat would fall into the category of "CG wannabes". And, why does the variety of 3D "content" made with applications like 3D-Coat hold to these very narrow lines? Because CG wannabes think that this is what "the industry" and their peers want more of.

    Of course, both applications have their supply of "professionals" which use both applications for the production of hyper-real elven/orc/alien hybrid muscle man Siren Amazon Beauty Queens, but, I would venture they are in the minority of purchasing users.

    I honestly don't see much of a future for "professional" 3D "content" production applications that provide sets of hyper-real sculpture making tools. Eventually, everybody is going to grow weary of seeing turntables of hyper-real sculptures - regardless of the genre these pieces strive to emulate. The phrase "What is it all for?" comes to mind.

    I make this case simply to show that there are other, far more entertaining uses that software like 3D-Coat can be employed for. I think many users would spend their money to investigate some of these more rewarding avenues, like that of animation and story telling. And, somebody is going to have to change the tide that is moving the swarms of CG wannabes with software purchasing dollars. I think that Pilgway could directly benefit by this slight change in focus, as well.

    My eyes simply can't abide any more of this sort of "content". Nor can they abide any more close up head sculptures of aging men who have led very hard lives.

    Greg Smith

    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.

  15. post-920-1253035169_thumb.jpg

    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 :)

  16. 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:)

  17. There are three different muscle types you can select in top menue...second one is what you want...

    Thanks, I will have a look! :)

    "Rasp-file tool done. It looks closely to 2D-paint nut acts as rasp-file. Inverse action - filling holes under plane."

    about 9 hours ago from TweetDeck...

    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. :)

×
×
  • Create New...