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chingchong

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Everything posted by chingchong

  1. actually it only works randomly with applink procedure. Maybe sometimes the unwrapped UVs are not applied or saved? But your way with exporting model and load it in manually does work every time, but i would use the export to Blender (obj) format instead, and not the seperate texture export, because with that blender export function you can always overwrite all maps, like specuar, diffuse etc. at one time. (didnt find such function on the seperate texture export function)
  2. thanks digman, thats maybe more streamline workflow, than i had with my workaround. But i think that i can use the applink-procedure (because ive modeled originally in blender) to the point, where i have to set up the image-texture node manually , and then export the maps from 3DC via paint-room-export like you suggested and apply them in cycles node (wasnt aware of the exporting function for maps only, did obj export because of the linked maps ). thanks again
  3. I have a question regarding cycles support: I experienced some difficulties with using UV-textures generated in 3DCoat, when i'm using Cycles to render. What i did: Mesh in Blender --> transfer to 3DC PPP Mode--> painted mesh in 3DC--> opened in original App--> clicked update So with Blender Internal its all ok, UV are unwrapped and texture is applied. But with Cycles it doesn't work this way, Texture isnt applied automatically. You can even see this in nodes-editor, there are no nodes created automatically for UV-Image Textures, even not for materials. So what i did as workaround. After procedure above, I created a blank material for Mesh (only in this case a node would be created, too), then i had to apply manually the texture maps which i created with 3DC (managed this trough exporting as obj additionally). Shouldnt it be applied all automatically, like with Blender Internal? PS: and how can i export the material/shaders from blender to 3DC? I thought maybe trough Microvertex painting, but that was wrong. Do i have to bake them first into UV-textures in blender?
  4. youre welcome, yeah that french atlas is really kickass
  5. maybe this link will help you also on your journey http://www.nlm.nih.g...ies/browse.html and this french atlas http://digi.ub.uni-h...84#current_page http://digi.ub.uni-h...84#current_page http://digi.ub.uni-h...84#current_page and if you understand little bit german, collection of anatomy literature (edit: ps there is an english version) http://www.ub.uni-heidelberg.de/Englisch/helios/digi/anatomie/Welcome.html
  6. my specs are: AMD AThlon II X4 640 3GHz 4GB RAM 64bit Win7 Prof Service Pack 1 Geforce GTX 460 (Driver 8.17.12.9573 from 09.02.2012) version of 3DC 3.7.16A, CUDA, 64 bit, DX, GL
  7. actually it is more like a (loading) freeze, because sometimes, when im patient it will work again till it freeze another time , its like a big lag. happens randomly with both versions ( cuda) do you mean the system specs, with config, artman? btw i have to test latest version, if problem persists
  8. i get a lot of crashes when using your presets. e.g. if i switch between the tools (move and clay)
  9. its on their to do list i think, you must consider, that that grocery store has all for free so its somehow clever
  10. you can put in the mannequin of 3dc for reference of scaling
  11. Hi, are you aiming a cartoon -style or more realistic. If second, then from my point of view, the hands and the head are too big in relation to the body. and i think, that something is wromg with the scale of the hip region
  12. Don't let him bug you, i think fleeting time is the same person like angelia, they post only for one reason, their signature. same writing style, same advertising signature.
  13. no, by default there is no normal direction with movebrush. Normal direction is only when pressing Ctrl-key and using move brush. The default setting depends somehow on the point of view, with moving along normals you should have a nice extruding, which isnt when you use default brush.
  14. isnt it that by default? try orthographic view/ mode
  15. Just read "Retopo room will grow gradually to fully featured low poly modeler." Thanks for that :) "@BeatKitano Ater weeks of stabilizing I need sometimes to do something new to feel better" Just want to back you up, Andrew.There are alot people out here, who understand this very well. I also often get in a phase, where doing something new is just as relaxing. And its awesome, that recharging your batteries gives us some new tools along th way. For me nothing to complain.
  16. i like the colors, except the bottom color of the turtle. The bottom of turtles is mostly the brightest part of their bodies, and maybe the carapace is to monotonous with that one green color :-)
  17. i dont think that andrew reads all the threads
  18. i think the problem with the sliders in 3dcoat is, that you dont see the lower end and the upper end. So you cannot see your relative setup point. Here is Mudbox better IMO. But the orientation of the Text is better in 3DC (3dc <-> Mudbox). 3dc text-layout seems to be more sober, not so flattered or turbulent, when comparing the two pics. Although a little more graphics do not disturb. BUT NOT AS zBRUSH! It is too stressy, no relaxing for the eyes
  19. Does anyone having problems with the transform-tool? After importing and applying a mesh (voxelize) to a existing scene? I have a mesh where the gizmo doesnt appear (but only for that imported mesh and on that particular layer) All other layers can be transformed. latest build, win 7, 64bit, cuda, DX
  20. Thats the main thing in zBrush that annoys me. Why they have to use 3 seperate Panels on that issue? This design is so ugly it's making me go cross-eyed. And this you can find in every corner of the UI. For me it seems overloaded because of the huge amount of seperate panels, though the software is impressive itself. I like to watch their tutorials. Are there options for a more serious UI, something with hardedge panels like Adobe's Software?
  21. hmm the price diffenrence to the last version is about 66% i saw the v 10 version before for 900$ and v11 is now at 1500$$$$ that difference is way too much in my eyes to compare modo 501 (995$) and 601 (1200$), there its only 20% more to pay for release cycle
  22. this must be the philosophers section, here
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