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Hoegbo

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Everything posted by Hoegbo

  1. Practice practice practice , on it I want to generally improve. I want to make both low poly and high poly for rendering thanks for the heads up on the Leigh Bamforth tutorials, I haven't seen them. on my to do list now I think I have baked normals or what the term was on that which is the same as bump mapping ,right ? thanks for the replies.
  2. Hi I find myself looking at some of your WIP screens and I am amazed at what you can do. so I find myself in a situation of asking how can I improve myself with 3d coat. what details can I add texturing etc etc. and other tips. I have no aspiration to become the greatest ever proffesional. But being able to create decent looking sculpts for my own enjoyment and if I get good enough , for a game as a hobby. so without further ado my WIP the knight in clogs , around 500 polygon ,100% symetrical paintjob
  3. ah thanks Geothefaust. I repainted the model (now I have 2 textures for it which is good for me) the good thing about 3d coat is that there is always a simple solution for everything ( from a beginner perspective) and a great community thanks again for the help. -roger
  4. Doh! I had painted on the voxels as the view voxels in paint room was checked. ah well I guess thats a good thing since I discovered the image color picker and can experiment a bit with that. I just love this program thanks once more for the replying. good to know there are people willing to help out a new guy. funny was what I was aiming for in that character so thanks
  5. hi I just made my very first model that I have painted and topologized. it was intended as a test for animation and test runs in unity 3d. now here is my issue. I have paintet and topoligized the model. but the sculpting room and UV rooms are empty . here is what I did imported mesh from blender -> sculpted -> added polygons on the mesh -> and painted the model when I export from the paint room I 515 000 polys , but there should be about 500 so how do I get the painted mesh and and the topologized mesh to "work " together so to save the work I have done I'm very new to anything that has to do with modeling and sculpting sp please bear with me. If I could get some critics and pointers on how to improve the model /paint job I would be very grateful. images: http://dl.dropbox.com/u/8501834/Screen%20shot%202012-02-18%20at%206.33.12%20PM.png http://dl.dropbox.com/u/8501834/Screen%20shot%202012-02-18%20at%206.52.26%20PM.png
  6. Hi My name is Roger 30 years and I am an hobby user of 3d coat. I work as a recruiter and custom database solutions development. right now me and a friend are trying to get a game out. and we are just now finalizing the 3d assets in wich 3d coat has been an amazing addition to our workflow. on the side I use Cheetah3d , hexagon 2,5 , pixelmator, and shade 12 sometimes. I'm very new to 3d and I am enjoying every second of my learning experience.
  7. gotta love drag and drop thanks phil. starting to have a decent arsenal of weird "brushes" Maybe I'll upload a package of brushes/simple shapes when I have enough
  8. Ah great ! this is exactly what I needed I guess I should read up on the tools some more. Thanks for the help both of you
  9. Thank you for the reply. the import obj to brush was a help. the merge tool will help me to what I want for now. A cross between the brush and the merge tool would have been awesome.
  10. Hi I'm new to 3d coat and I'm slowly trying to get my head around the workings of this software. I'm making a sculpt of a cartoonish knight of sorts , and It has some sharp edges I have been working with the varius tools in voxel and surface mode. but I wonder if there is a way to use models as a brush so to say. ie having a cube brush to cut out hard surfaces. is this possible?
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