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Showing results for tags 'Sculpt'.
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Hi, I was wondering if the following workflow is possible: 1: Sculpt a model using voxels and/or surface tools. 2: Use Autopo to give a nice quad topology to the mesh. 3: From the Retopo room, send the retopo object back to the Sculpt room, so you can sculpt on the retopologized mesh. I guess a workaround is to export the retopo mesh and import it into the Sculpt room, but I hope that isn't necessary. Thanks, Metin
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When I import a black and white png image that I want to use to sculpt with, it creates the following maps: all, color, alpha, depth, specl, erase. But I've noticed that only all and color have the actual stamp in it, the others, including alpha are just blank boxes, so when I try to use them with the airbrush, it doesn't do anything. How do I get the program to automatically create an alpha channel as well? I've watched a lot of tutorials that talk about dragging a jpg into the brush panel so I assume it can be done.
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Thanks for the great new leaves feature on the Tree tool! Would love it if we could lock the seed of the tree shape. Sometimes I just want to change the branch length or thickness, and when using the new leaves option (which is amazing BTW) I just want to change the leaf scale or density, but every time I make any changes, it generates a new tree seed, and I lose the tree design I had and really liked. I think this would make the tree tool so much more usable for artists. Keep up the amazing work! -Alex
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Does anyone know a way to paint in without crossing over to another Vox layer or sculpt layer? Im not sure where I can find this solution and would appreciate it if anyone can mention a way to lock my painting affects onto a single layer rather than crossing over and continuing on to another adjacent layer. The only thing that seems to work similar to the result i want is by using the fill tool but i wish i had more control with a brush.
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What are the best steps to follow for sculpting?
artistmitch posted a question in Questions & Answers
Im very new to using 3Dcoat and im not entirely sure what or how to use things or even when to use tools. I want to create full body characters, mainly focus on anatomy and muscle like with superheros. Im not sure what tool i could use for a zsphere like armature. I prefer to have that base form first rather when sculpt from a sphere. I’d also prefer to create the armature myself rather then use a preset body. Im also not sure what brushes are best for building up and blocking out a body. And i need help as well with what brushes and tools work best for medium to high detail too. I see alot of brushes but im not sure whats best for what. I was also hoping to rely on voxel sculpting without the worry of the technical aspect as much as possible as well. -
Currently when you turn on sculpt mesh in the modeling room it will create a sculpt mesh for every poly group. Instead it should only create a sculpt mesh for the current active layer or even just visible layers. Because if you have a layer hidden it will create an empty sculpt layer and that just clutters the sculpt tree.
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https://carlosan.gumroad.com/l/bspet
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I have this problem since the last version of 3D Coat, When I tried using the curves, most os the time they fail to stroke all the way around. Like the example below: I'm missing some settings? Or doing something wrong? Most od the time I just need to create loops (both painted or sculpted) this is the best way to do it? Cheers! Thank you!
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Dear 3D COAT Team, I used 3D coat for many different tasks, UV creation, painting voxel and mesh sculpting, etc. I run into a situation where i would really like to use a low poly model to create uvs on (as is much easier to create with lower poly of course), and then i would like to subdivide the model and do a bit of tweaking to it. I can use the tweak room but is quite limited, so it would be great to be able to use the sculpt room tools to do the work, or bring more tools to the tweak room... I tried a work around subdividing the mesh with the UVs in max, then import that mesh on the sculpt room, export to obj, import in max and morph (before morph i had to triangulate mesh as it gets triangulated from the export from 3D Coat) This in theory should work, but the vertex order changes and the morph does not work correctly... It would be great if you could import a mesh on the sculpt room and when exporting it without reducing it, it would be the exact same mesh, with same poly numbers and vertex orders.... so we could use the UVs already created. Just a request in case this could come on a future version. Thanks, M.
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Hey everyone! Newbie sculptor and 3DCoat user here. After closing and opening my program the sphere tool always creates a flat-ish circle now. No matter what brush or lasso i use it all comes out distorted. Any help on what i may of accidently changed?
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See images for the sculpt and the bake. Only problem is the normal map, it is SUPER noisy, like the value for each pixel is highly contrasted. Crazy thing is I've done this like 200 time sand haven't encountered this issue before. in fact I did it with an older version of this mesh. Any help would be greatly appreciated.
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I had 4.8.25 and sculpt layers did not work for me. I downloaded 4.8.32 and sculpt layers still don't work. I made sure that I was using a surface model. Created two layers above layer 0. I named one Test A and the other Test B. I then selected layer A and drew a line. I did the same thing to layer B. When I cut the opacity down to 0 on either layer nothing changed on the model. I then cut each of the layers off and nothing happened. I made a new file started with a surface model and did the same thing. Still it didn't work. Is it broken or am I doing something wrong. layer_test_001.3b
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I'm new to 3D Coat, and it has the potential to be very useful to me, but right now, I'm struggling with a weird problem that is very much getting in my way. Specifically, when I attempt to use the Live Clay brush on a Curve Stroke, or a Curve produced by the Curves system, and my brush radius is below about 4, I start getting intermittent, messy gaps. The smaller I go, the more gaps I get. Adjusting the Spacing under Brush Options Panel seems to have no effect on this problem, whatsoever, so that's not the issue. This is a wireframe view of the kind of result I'm getting at a brush Radius of 1: As you can see, where it's laying down a stroke, it looks fine, but those random gaps make it completely unsuitable for etching nice, smooth shapes. For this image, I was using the first Default brush, with these settings: This problem seems to occur at a wide range of Live Clay detail levels (I've tried 0.25 all the way up to 10), so that's not the issue. I've tried this with a wide variety of alphas, and that doesn't seem to make any difference, either. At some low detail levels, it even seems to tear holes in my mesh: I have, so far, seen this problem in both 4.9.55 and 4.9.65, both DX and GL. Is anyone familiar with this issue? Does anyone have any ideas?
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Hello, guys!! After a while using Zbrush and other stuff in my workflow, I've decided to go back to 3D Coat. It was amazing at first. I was preparing models to be printed. Smooth. And next on the line was to sculpt a simple piece for 3D print. "piece of cake" I thought, but then the nightmare begin. After a while the symmetry stop working properly. Why properly? Because what I do on one size turns in something insane on the other side. The sculpture turns in a bizarre mass of crazy strokes, overlapping polygons and other crazy stuff. I need to deliver this sculpt today. Looks like 3D Coat abandoned me :(
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the default maximum depth is 30, and it should decrease if I change the number. However, using the cutout tool, the depth depends on my camera angle and pays no attention to the maximum depth
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I sometimes (often) get asked “why don’t you use zbrush” and honestly I don’t care too, 3dc has an amazing set of tools for my specific workflow when working with 3D scans. Anyway, here’s my Oreo colorway Nike flight cleaned up painted Sculpted retopo’d and UV’d in 3DC. CAA16F70-3F3C-490A-94DB-4FFF10461895.tiff 26FCE1CD-B153-4252-A244-97B5E82208C4.tiff
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Hey Everyone! I was trying to find workflow information related to games and movies. So I found a video from a YouTube channel called Flipped ... I started watching and I heard the following comment: "... so the tools you're probably gonna have to learn here are first Zbrush. If you are character artist Zbrush is to go to tool. We have people asking cannot sculpt in Modo, Blender, 3D-Coat? Technically yes, practically NO! Zbrush is by far the most advanced sculpting tool here! " "Also because it's just become it is the industry standard..." As soon as I heard this, I still tried watching the video, but I stopped and I could not watch it anymore. It's not because I use 3D-Coat, but I've had a lot of feelings about what I've heard and I'd like to share with everyone. I can speak and give my opinion very credibly. That's because I've used ZBrush for many years and I've been using 3D-Coat for a long time. So I know exactly what I'm talking about. First, I was sad to hear that they say that 3D-Coat would be the last choice of tools when it comes to sculpture. And I know that other people also say that because I've already listened. Secound I was disappointed because ZBrush is not that far from 3D-Coat in relation to the sculpting tools and Brush system. Thirdly, I was upset , because if you do not know how to use a program properly, it does not mean that the other program is so superior. And probably, these people do not even want to give themselves the chande of sculpting on 3D-Coat. They are right in one thing, Zbrush has become the standard for the Industry. In 3D-Coat, I can make sculptures as good or better than when I used ZBrush. I do not see that gigantic difference between ZBrush and 3D-Coat. If a person thinks that just because he or she will use the ZBrush that will become a Rodin or Michelangelo digital is very much mistaken! Because the program will not sculpt for you! Zbrush began to develop first and has a great team. Of course in 3D-Coat the system of brushes and alphas can be improved. In the latest versions of 3D-Coat, @Andrew Shpagin has been improving the Sculpt Room, giving us tools that neither ZBrush has. In the near future of 3D-Coat, I'm sure @Andrew Shpagin will give us an excellent new system of brushes and alphas with features that will allow us an even more refined control of Brushes and Alphas. Because I use 3D-Coat every day to sculpt, I try to show and demonstrate to @Andrew Shpagin and the whole community the features that are important and that would make a big difference to our work. Maybe @Andrew Shpagin will listen to me, maybe not. I hope so! I know that sometimes I may be annoying for suggesting features and improvements, but I always have the mindset of wanting to see 3D-Coat be better than it already is! To complete my thinking, 3D-Coat's sculpture system is very good and the detailing system inside 3D-Coat is starting to have a brightness. The artist who wants to sculpt in 3D-Coat will have the same success as ZBrush. Just learn the tool and be happy. I know there's a lot going on, but I could not shut up this time! That is my honest opinion!
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Hi guys. Can anyone explain me about future alpha and brush systems. What are the advantages of rewriting them?
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I think, that all program user need this brush couse of ZBrush has something like that.
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This is from a sculpt and bake in 3dcoat. Notice to shading making to triangle obvious. Has anyone encountered this? Any help would be greatly appreciated.
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Okay, I throw my hands up. Calling for open advice! So I've been working on a weapon model and I drew up some reference, brought it into 3D-Coat, ready to do some voxel sculpting. Almost immediately I hit a brick wall. So here's what I'm trying to pull off. This is a screenshot of the sculpt shortly after doing a little cutting to match the silhouette. As you can see from the reference drawing, the sword's blade transitions from a thick depth at the back to a tapering edge at the front. My plan was to narrow that thick front plane down to a fine edge...you know, like any sword. Here's another image: The complexity of this edge is such that I have yet to find any great method of cleanly performing this operation. Pose tool, cutting off at specific angles, rebuilding the edge with curves, etc...all of these methods have been failures or felt really impractical. The only other thing I've been able to think of so far is just getting in there and free handing it to perfection. I went on a number of searches to find advice on blades, beveling in general, etc...I didn't turn up much help. I found a lot of advice on beveling, but none of the methods were quite adequate to recreating this exact geometry. Frustrated, I just went ahead and built the thing with traditional modeling. I'll put a shot of that up just as a further example of how I wanted it to look: But, the fact that I couldn't figure out a great solution to this really drives me crazy and I'm still trying to figure it out. I'd like to be able to rely on 3D-Coat from the ground up, since I really love the feel of working in it otherwise, but hitting such a hard wall right away on a pretty simple model made me feel like I ought to be using it in more of a secondary role. I'd love to see if anyone has any great advice here; anyone know how to pull this off nice and cleanly? Let me know if I can clarify anything for you.
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From the album: Artworks
Sculpted in 3D Coat, rendered in Blenders realtime renderer Eevee.© Christoph Werner