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Found 121 results

  1. Vexod14

    SenPai'n

    From the album: TheBurningDescent | Characters

    SenPai'n ( High/Low/Uvs/Bake ) was made by the talented artist Coralie Bruchon ( https://www.artstation.com/artist/longsharp ). Anthony Daneluzzi made his weapons from A to Z, and I did the PBR textures/Rig/Posing mostly with 3DCoat/Akeytsu. I used 3DCoat for mostly everything except stencils/Brushes creation ( PS ) with custom smartmaterials ( same used on SWR project =) ) Special thanks to Coralie Bruchon, Adrien Chenet, Alexandre Cheremetieff, Maxime Teppe, Anthony Daneluzzi, for your feedbacks ( especially about skin tones ), it helped me so much ! The Burning Descent is a VR Game made@ RyseUp Studios in Lyon

    © RyseUp Studios

  2. Vexod14

    Klarell

    From the album: TheBurningDescent | Characters

    Klarell ( High/Low/Uvs/Bake ) was made by the talented artist Coralie Bruchon ( https://www.artstation.com/artist/longsharp ). I did her "Weapon" + the motor and all PBR textures/Rig/Posing mostly with 3DCoat/Akeytsu. I used 3DCoat for mostly everything except stencils/Brushes creation ( PS ) with custom smartmaterials ( same used on SWR project =) ) Special thanks to Coralie Bruchon, Adrien Chenet, Alexandre Cheremetieff, Maxime Teppe, Anthony Daneluzzi, for your feedbacks ( especially about skin tones ;) ), it helped me so much ! The Burning Descent is a VR Game made@ RyseUp Studios in Lyon

    © RyseUp Studios

  3. Vexod14

    Klarell

    From the album: TheBurningDescent | Characters

    Klarell ( High/Low/Uvs/Bake ) was made by the talented artist Coralie Bruchon ( https://www.artstation.com/artist/longsharp ). I did her "Weapon" + the motor and all PBR textures/Rig/Posing mostly with 3DCoat/Akeytsu. I used 3DCoat for mostly everything except stencils/Brushes creation ( PS ) with custom smartmaterials ( same used on SWR project =) ) Special thanks to Coralie Bruchon, Adrien Chenet, Alexandre Cheremetieff, Maxime Teppe, Anthony Daneluzzi, for your feedbacks ( especially about skin tones ;) ), it helped me so much ! The Burning Descent is a VR Game made@ RyseUp Studios in Lyon

    © RyseUp Studios

  4. Vexod14

    Klarell

    From the album: TheBurningDescent | Characters

    Klarell ( High/Low/Uvs/Bake ) was made by the talented artist Coralie Bruchon ( https://www.artstation.com/artist/longsharp ). I did her "Weapon" + the motor and all PBR textures/Rig/Posing mostly with 3DCoat/Akeytsu. I used 3DCoat for mostly everything except stencils/Brushes creation ( PS ) with custom smartmaterials ( same used on SWR project =) ) Special thanks to Coralie Bruchon, Adrien Chenet, Alexandre Cheremetieff, Maxime Teppe, Anthony Daneluzzi, for your feedbacks ( especially about skin tones ), it helped me so much ! The Burning Descent is a VR Game made@ RyseUp Studios in Lyon

    © RyseUp Studios

  5. Vexod14

    Thor'Axe

    From the album: TheBurningDescent | Characters

    Thor'Axe ( High/Low/Uvs/Bake ) was made by the talented artist Coralie Bruchon ( https://www.artstation.com/artist/longsharp ). Anthony Daneluzzi made his weapons from A to Z, and I did the Chest + all PBR textures/Rig/Posing mostly with 3DCoat/Akeytsu. I used 3DCoat for mostly everything except stencils/Brushes creation ( PS ) with custom smartmaterials ( same used on SWR project =) ) Special thanks to Coralie Bruchon, Adrien Chenet, Alexandre Cheremetieff, Maxime Teppe, Anthony Daneluzzi, for your feedbacks ( especially about skin tones ;) ), it helped me so much ! The Burning Descent is a VR Game made@ RyseUp Studios in Lyon

    © RyseUp Studios

  6. Vexod14

    Thor'Axe

    From the album: TheBurningDescent | Characters

    Thor'Axe ( High/Low/Uvs/Bake ) was made by the talented artist Coralie Bruchon ( https://www.artstation.com/artist/longsharp ). Anthony Daneluzzi made his weapons from A to Z, and I did the Chest + all PBR textures/Rig/Posing mostly with 3DCoat/Akeytsu. I used 3DCoat for mostly everything except stencils/Brushes creation ( PS ) with custom smartmaterials ( same used on SWR project =) ) Special thanks to Coralie Bruchon, Adrien Chenet, Alexandre Cheremetieff, Maxime Teppe, Anthony Daneluzzi, for your feedbacks ( especially about skin tones ;) ), it helped me so much ! The Burning Descent is a VR Game made@ RyseUp Studios in Lyon

    © RyseUp Studios

  7. Mohzart

    PHANTOM Project

    Hey guys, New here! Just thought I'd share some of my experimental stuff in 3D-Coat, and hope to get some critique / feedback! I'm experimenting with a good workflow using 3D elements to be incorporated into 2D concept work, and trying to achieve a movie still quality style. So I'd love to have any feedback you guys have! Hope you like the work so far! Mohzart
  8. artofcharly

    View 1

    From the album: The Forester

    Hello, everyone! This is WIP P11 and I finished the character. Now will start to rig him and setup the pose. All sculpt was done in 3d-Coat In the video, I show the process of adjusting the skin and hair in the new Corona Render 1.7, as well as the retopology of some objects in 3d-Soat, texturing in the Substance Painter and setting up materials in the Corona render. Show using the textures for scuffs and dirt from the site Poliigon, as well as creating chains using the script BraidedHair. Combing the hair and fur in Ornatrix. Rendered on the Forrender.com farm. ( 2*Xeon e5 2670 56Gb RAM) The noise threshold was originally set at 5%, as the developers themselves advise for Denoiser. But later I realized that I'd better render a little longer and bring the threshold to 2-3%, instead of using Denoiser. He did not like me very much. Still, the eye is pleasant more natural photo noise, rather than a smoothed picture. Especially if you put a threshold of 3-4% - the noise is almost invisible in 1:1.
  9. Hi Did not get any response via support mail so I´ll try the forum. Tried 3D Coat and really liked it so I bought EDU version from Steam. Before buying I searched around about the licensing and found information that one could find the serial number for the Steam installation in the Win registry and use it to install the standalone versions of 3dCoat. I also found out that one can buy an "Add another OS" upgrade for 40$. Tested the Wizard for the "Add Another OS" upgrade and it required the serial and it was valid for both pro and edu versions. Great, I got the serial from the registry and walked through the wizard and ordered the upgrade for MAC. Well, the order went through but I only received an order confirmation mail stating. "Thank you for your purchase..." "Error! Serial ******-******-.... isn´t active". Used 40$ on the upgrade licens but cannot use it and no response from support in 24h. :-/ Have I misunderstood everything, isn´t it possible to use the "Add another OS" if one buys 3DCoat from Steam? Hope to find an answer to this so I know what options I have..... br New "confused" 3DCoat user
  10. Hey guys, It's been a while since I touched 3dcoat and vox extrude used to be an important tool in my workflow but it seems to crash the program whenever I hit apply. Any suggestions on how I can fix it?
  11. Hello everyone! It's me... again. Honestly, sorry for that. This time, I'm experiencing a huge problem with the high to low bake. I've made several, several experiments to solve it, I've improved it, I've learned a lot of things about exporting options, optimal decimations and settings on Substance (I love to integrate these two softwares together SO much)... but I couldn't solve it. At first I thought it was all about bad UVs (and my UVs are bad, believe me), but I tried to do some experiments and I've seen it doesn't seem to be UVs' fault! I've came to the conclusion that it must be the bad geometry of the lowpoly model... I think. But before retopologizing all the model from scratch (I'm gonna try 3DCoat retopo tools, played a little with 'em and liking 'em!), I'd really, really love to ask the advice of more experienced, professional people. I'm not sure if this can be helpful, but there's my workflow: lowpoly in Blender, import in 3DCoat, voxelization/sculpt/etc in 3DCoat, export high from 3DCoat, UV map the lowpoly and exporting it from 3DCoat, importing lowpoly UV mapped in Substance Painter, baking the textures (only the normal, actually) with highpoly and optimal settings also in Substance Painter. The point is: is it effectively a bad lowpoly/retopo mesh problem, or I'm missing something important? Hope you can help! Sorry again for all these questions, and thank you in advance for helping me out! Here the screens to show the exact problem (here you can see the bake result in Painter, the highpoly in 3DCoat, the export settings in 3DCoat, the lowpoly also in 3DCoat).
  12. LucaFox

    [Solved] Can't export OBJ

    Hi everyone! First of all, I want to specify I've checked several tutorials to see if I was doing something wrong, but it doesn't look so. I'm doing exactly the same things I've seen working on tutorials (and they're the most obvious and first things I did too) but I can't export a multiple part object in anyway. It just export it as blank. So I'm guessing this is a bug or I'm just missing something really big this time! I attach some screenshots here to let you see exactly what I'm doing:
  13. LucaFox

    Basic workflow?

    Hi everyone! I'm new to 3DCoat, and in 3D art in general, and I'm looking for a good workflow. I've already worked several times in Blender, creating very low poly meshes, and I've sculpted high res meshes in ZBrush and I'm now starting with 3DCoat! I can do a blockout for a weapon or a base mesh for a character, and I've found no problems in importing the second in surface sculpt mode, subdiving/voxelizing it and sculpting the details. Ridiculously, I'm having more issues with the hard surface. The most common workflow in the world is creating a basic geometry in Maya/Blender and importing it in ZBrush/3DCoat, subdiving it, and sculpting details on the surface. I do like creating blockouts in Blender - mostly because I can control very, very good every face, vertex, and edge. Being a newbie to the software and having seen some videos around, my questions are: - Which workflow do you reccomend in general, or for a specific task like character/hardsurface and why? Do you use a blockout made in Blender/Maya/Etc or do you sculpt directly with voxels? - Does the voxel sculpt mode some particular cons? How good is the control over an hard shape/surfacem how does it feel? Would you compare it to an absolute, precise control like the one you have when you block out? - Does voxel sculpting give particular problems when it comes to retopology? Most people use a blockout to have a retopology mesh almost ready (never made a retopo before, so sorry for the ignorance about the topic)! Well, that's all for now (I've few other super-nooby questions to be honest, but they'll be for later)! All of this came because I've noticed that in voxel mode you can make crazy details with lightspeed and with great freedom, but also that if I import a blockout mesh and voxelize it, instead of starting with a voxel mesh, it'll create annoying voxely artifacts (apparently, 99% on inclined edges) that I can't make go away with Res+ and I don't know how to polish! I'm also wondering if it makes sense to NOT use voxel mode, considering the great advantages it offers even on a dynamesh... but to know that, I must wait for your response! Thanks to everyone in advantage for the help, I promise I'll annoy you more with silly questions on geometry and sculpting soon!
  14. I'm exporting from 3d Coat to Unity and things are looking a little weird (see attachment) Here's my process: 3d Coat - File>Export Objects & Textures (see attachment for settings) Drag 3d coat generated maps and model into Unity Apply the respective maps to the material, all according to the file name.IE: Head_Albedo gets dragged to Unity's Albedo in the materials Inspector window. (see attachment). Something that's interesting in this step is when dragging Head_Normal into the materials Normal Map, I get a warning that says "This texture is not marked as a normal map" With a fix now button. Drag Model into scene, I see it obviously doesn't look right (see attachment) Hit that Fix Now button, looks close, but if you look closely, the normals look weird in some spots. Any ideas on what's going on and how to fix this? 3d-Coat 4.7.24 Unity 5.6.1
  15. artofcharly

    3dCoat Sketch Day 3

    My 3rd speedsculpting video in 3d-Coat. This is my long W.I.P which I created in parallel work with a girl hair which you seen earlier =) I have many plans for this guy. I want use megascans to create an environment for him and many other tools to improve him =) So the new W.I.P. with a video will coming soon. And now enjoy from viewing this video. Hope you will like this guy and you will be interested in next WIP with him =) Happy viewing!

    © artofcharly

  16. Is there anything akin to Photoshop's preset system that can remember my configuration combo of tool, size, alpha, brush options, strokemode, etc -- (I'd be disgustingly happy if these presets could be recalled on keyboard shortcut). To clarify, I bung all my presets on a Razr Nostromo (see above) and it speeds my workflow up something insane in 2D illustration because muscle memory is pretty amazing which makes me happy because deadlines are a lot less amazing and are very VERY scary sometimes and for something thats like 20 bucks on amazon hooo boy its magical (sadly I'm not being paid for this glowing endorsement). On the matter, is there just like, a youtube video or something where I can sit and study someone going through all the more advanced weirdness of finnicky configuration options like customizing the library and nice little tool niches? I know these are kind of presumptuous, demanding and kind of a haughty line of questioning but I've had my eye on 3DCoat for the last few years and I think I'm finally at a point where I'm not as frightened by it as I used to be so I can start learning it (this may have something to do with my wallet). Godspeed, community. You were on the money last time with my last request, here's to you again you reliable good nice kind people.
  17. Hi I'm having a bit of a problem with 3D Coat. I created a texture for a model I had made and was saving incrementally as I usually do. Anyway I finished it, saved the file and left it until I needed to export it. I have just went back to it and the texture I created is completely gone and the whole object is grey... So I figured I'd just go to my previous save. It's texture is gone too and so are all other previous saves. I checked an unrelated file and it's textures are still there. Did I do something wrong? When I look at the thumbnail for the file the texture can still be seen. Here are pics of the file and also of the thumbnails. Any help would be much appreciated. Thanks.
  18. zhoslen

    GITS

    My new personal project, dedicated GITS, tried to make some concept design for metal armor, in 3dCoat, inspired by Gavriil Klimov
  19. Hey Guys, i have an Strange Problem , when i use my Garaphic Tablett i have Just an BIG Delay in the Viewport of 3D Coat, even when I have 500-700 Fps (1070 gtx) i cant Paint or do Anything. And Yeah its Only a 3D Coat Problem,When i Disconnect my GT its Working Fine and Smooth. on Both Version Open GL and the Other. I Have no Problems on Other 3D Applications, its just 3D COAT(Steam Version). my Specs Windows7 x64 Ultimate 32GBRAM 1070AmpExtreme Newest 3D Coat Version from Steam. So any Ideas how to Fix it? Thanks!
  20. Hey Guys, i have an Strange Problem , when i use my Garaphic Tablett i have Just an BIG Delay in the Viewport of 3D Coat, even when I have 500-700 Fps (1070 gtx) i cant Paint or do Anything. And Yeah its Only a 3D Coat Problem,When i Disconnect my GT its Working Fine and Smooth. on Both Version Open GL and the Other. I Have no Problems on Other 3D Applications, its just 3D COAT(Steam Version). my Specs Windows7 x64 Ultimate 32GBRAM 1070AmpExtreme Newest 3D Coat Version from Steam. So any Ideas how to Fix it? Thanks!
  21. Payam

    PT - 800

    From the album: Sci Fi Concept

    One of my first 3D Coat texturing test work with 3D coat 30 day trial !
  22. hello, guys , sorry for my question, maybe will sound stupid for some guys but I really need help! I have this issue I am having in material, and I don't know how to fix this issue I am having in the smart mat, well here is the problem I am having please out , help out, this will be so useful for me , thanks in advance !
  23. TallBhoy

    Need help on using AUTOPO

    Hi there, I'm about as beginner as it gets when it comes to 3D Coat and I'm currently exploring the AUTOPO tool. I've watched a few tutorials and read a few guides but I'm still getting some sloppy results and was wondering if anyone would be able to offer some advice on where I'm going wrong. Here is an album including pics of my original model with the strokes I used, the best AUTOPO results I could get, the settings I am using aswell as the original mesh within 3ds Max. As you can see the topology I am getting is quite messy and one of the feet is basically missing. I also tried to use a symmetry plane but whenever I click the button nothing happens. Any sort of help would be much appreciated, thanks. Also in case anyone was wondering I am aware the model is lacking a neck, eyes and mouth because on the final model they will be obscured by a large beard and eyebrows so I never bothered modelling them .
  24. So, Im trying to figure out what exactly I need to do for the workflow to make this work properly. A model is made in Lightwave, and gets sent to me. Then I open 3dCoat, and I cut the UV model. The thing is, the model has 5 separate 'Paint Objects' and when I export them to Substance Painter 2, it states its one 'object' in the texture set list. What I want is for the 5 Paint Objects to be their own objects still in substance painter 2, as painting them there I'm more familiar with. Any help would be appreciated, Thanks, Hadfield1981
  25. Hi, As a newbie user, i'd like to know, if is there any way to import meshes from Zbrush to 3dcoat with crease information? I generally use Zbrush "zmodeller" tool for hard surface modelling with crease information on it. Regarding creating UVmap, i prefer to use 3d Coat but when i complete UV map, i export that mesh with FBX file. Import it inside Zbrush but realize that all the crease information is getting lost. It is really painy to re-crease all that faces again. I think i do something wrong or miss. Need you advise. Thanks in advance ST
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