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chingchong

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Everything posted by chingchong

  1. Thanks guys, glad you like it.
  2. lol, indeed, but she thought more of a phallus shape ^^
  3. update on last objects, my wife notes, that the former shape of he rock, could be missunderstood. So with new shape and some training on sharp detailing.
  4. done with cloth tool... Just discovered a feature, you can tweak the cloth on the fly if you pause your cloth simulation, really awesome. Didnt polished the clot, yet.
  5. Thanks Tony for your feedback, yeah i felt that my bust has not as much "life" as my reference has. Btw, i did not aim a likeness, just use it as a loose reference mainly for hair-beard study and eyes Just tweaked the cheeks, i think it looks more realistic, the right side and back of the sculpt still not done.
  6. The size is not much of an issue to me, does it depends on screen-resolution/ size of a Display (but im in for every kind of customization nevertheless)? But an other question, can the presets panel be also linked to spacebar-menu instead (as option), or is that option available right now? If not, that maybe would be a feature for spacebar-menu, to satisfy the needs. What do you think?
  7. Thanks Tony, Although i'm aware that it is far from the quality of Hennings Masterpiece.
  8. trying to get some detailed sculpting with tools in 3DC ( Zbrush Reference -Henning Sanden http://henningsanden.com/wp-content/uploads/2014/03/Untitled-1.png) Used only Clay(Artman), Tweak,and Mud/Mud2. To this point the Mud tools are great (if not best) for detailing eyelids, hair and beard Seems quite sharp in the viewport, although they are blurred out in the lowres-render^^.
  9. @ Malo: I didnt stop the time, but mostly 1 minute up to maybe 5 minutes. It really depends on the distance which your mesh has to cover, and on the gravitiy parameter. (Das Unterhemd hat höchstens ne minute gebraucht, die Hose auch) For me it seems fast enough, but i havent tested other apps for that feature. One day i will try it in modo, but ive tho learn first the other parts of it ^^. Maybe its fast, because im not using a uber subdivided mesh for simulation. Im doing more subdivision only after the end of simulation as recommended in the short tool info. For now i dont see how its best to export the cloth in other apps, since a retopo of the thin cloth would be really hard and autopo doesnt do the job for me. Maybe its to thin, or maybe it needs other parameters. But now i have at least the feeling to be able to control the tool, not vice versa. Where the dead end of the workflow is, time will show ^^ Whats really cool, you can manipulate the parameter, even if you started the simulation, so you get a live update of the simulated proxymesh.
  10. One feature request (or maybe its somewhere, but im only missing it): Lathe-tool in primitives: Would it be possible to have a option to rotate the curve-profile grid counterclock wise to 90° ? That would be more intuitive for me, since the primitives are upright (not laying) and thanks for the great feature presentation, please keep at least this standard for next new features/workflows. It really helps to get a good impression, of what 3DC is capable. Thats what existing part time users and interested persons always want.
  11. just click on the image, you will be directed to purchase page... 41 $ discount for 4.1 release
  12. http://3d-coat.com/turntableID=139604626137
  13. playing with the retopo-room and cloth tool
  14. great weapon, i love the textures Malo and thanks for posting the workflow
  15. @ artman: Can confirm those empty retopo groups also on my side, when merging to voxel room. Also transform-functions of that "retopo mesh" before applying, seems unresponsive or extremely laggy.
  16. Hi, just wondered if anyone knows how the logo was created? Was this done within 3d coat itself? Or just with a fluid sim in external app. Cheers Peter
  17. @digman and artman: thank you very much, that will help As for the retopo cloning, i will try it out when im back home.
  18. Is there a quick way of picking a retopo mesh and merge it again into voxel room? I've have two workarounds, but maybe im just missing something better? my workarounds: 1) Export retopo mesh/ save and then reimporting/ merging to voxelroom 2) Add new voxel layer, run cloth tool, choose "pick from retopo", change voxellayer to surface, pressing enter to apply/merge retopo mesh into voxel room. So, is there a hidden direct way? And also are we able to duplicate retopogroup/layers ? Any advise is apreciated.
  19. And here with some new trousers, sticked to legs at the bottom end, also cloth simulated
  20. @ Tony Nemo: yes on all cloth parts, just fiddled with the 3 parameters to get the results, sometimes i stopped sim , subdivided mesh anf started again. You can even use that tool for some baggy pockets ) Found it handy to improve my sculpts. p.s.: all cloth meshes were adjusted retopoes from the basemesh (body-sculpt).
  21. thanks Malo tried some basic cloth simulation with "cloth tool" in 3D Coat... seems to have some potential
  22. @Javis: For me it would be Malo, great work. Thanks, im located in Karlsruhe, Germany, 50km south to Heidelberg (most german tourists know it, somehow, although its smaller than Karlsruhe).
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