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Showing results for tags 'Sculpt'.
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Is there a construction plane like this? It seems like I saw something like this in 3d-coat.. I like the way this has direct manipulation handles and its "live"..
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Does anyone know about an efficient way of placing copies (or ideally - instances) of an object on a surface of another object, with respect to normals of that surface? I know I can do this outside of 3D-Coat, but I'd like do it without leaving Sculpt Room.
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I'm sure this is a total newb question, and I apologize if the answer is really obvious. I've been watching a few tutorials on UV unwrapping as I try out 3D Coat, and all of them show the workflow for unwrapping as: 1. Import/sculpt the model. 2. Click the UV tab & start the UV unwrapping process. However, this doesn't work for me as I am never able to get to the second step. In multiple different files, when I click the UV tab nothing is there. I've look through all the menus I could find, tried converting from V TO S, and looked through Google for this answer and found nothing. Anyone know what's going on here? All help would be appreciated. Thanks much! Aaron
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Hello 3D coat dev team! I'd like to suggest a feature that would be vital to the 3D workflow. It would be invaluable if we could have preserved subdivision levels for surface objects like in Zbrush and Mudbox. The principal is that a surface object could be subdivided and manipulated at any level or resolution and whatever sculpted details or geometry shifting is made would be applied to every subdivision level including the lowest one. As it stands now, we are able to subdivide a surface object, but not return to the original version of the object. Once you subdivide in 3D coat, there's no going back to what you had. It would be useful to be able to manipulate a low-poly and high-poly version of the same object on the fly. Obviously this could not apply to a Voxel object, but it would be highly useful to be able to do this to surface objects. I've posted a potential example of how it could be integrated into the UI and a basic illustration of the concept below. Thank you for your consideration -Fletcher.
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- subdivision
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Hello 3D Coat Dev Team! I'd like to request a somewhat simple feature to add to the Curves tool in the Sculpt Room. As it stands now when using the curves tool it's typically easier to import the spline as a single voxel object. You can import as a surface, but it usually takes a lot of computing power, it welds all tangent points where the geometry crashes together, and it brings the whole thing in as a single object. I propose you offer a feature that allows you to import each individual piece of geometry (such as a link in a chain) as a separate instance (much the way you are able to when importing a regular object into the scene) This would be invaluable because many times I have a belt, or strap model that I have important that is comprised of many different pieces that I want to stay separate, but I want them all to universally conform to a spline curve as a single object. Thank you for your consideration. -Fletcher
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Adam Gibson posted a topic in Tutorials, Tips and Tricks
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I want to create characters that look like they are created from globs of paint, almost like the surface of a painting. heres a 2d example: Heres 3d examples Is there any way I can create a stamp with the shape of a pallet knife stroke, and at the same time assign it a color that is slightly random? or something like that Thanks!
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Hi I need to do fast head sketches with hair For block the big shapes im using rapid2 But for details Scratches is enough ? any help to build a preset is appreciated Example to achieve with 3DC:
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Hi, I wanna try 3D Coat, because my friend tell me its really great! So I install trial and seems cool, but I have one big problem: I put a predefined medium sphere to the viewport, made it 4 times higher res and try to sculpt in voxel mode. It was sooo slooow, I think like 1 frame per sec. Its really terrible. Even when go to a higher level, it stop for like 5 seconds. I dont know why, I have pretty decent computer (i7 2600K at 4,4GHz, 32GB RAM 2133MHz, GeForce GTX 780 3GB, win 7 x64). ZBrush is super fast, but I hate it :-) and wanna try 3D Coat. But I dont know why, its really slow. My friend tell me he can do that without any problem. Sphere with 4 times higher resolution, its still not so detailed and 3d coat told me use only 1.26GB RAM, so its simple I think. Any other software works fine, so I dont know what to do. Can anyone help me please... Thanks a lot for any tips. Tim
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Hi all!! i would like to post my second sculpt on 3dcoat, still its been 50/50 3d coat and 3ds max, im still thinking how to sculpt the fur, still need to learn a lot. all C & C are welcome.
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So i started making my first full project on 3DC and its a sword! im still new at this so i wish if you could lend me your advice! Im not making so many details since this is only for a game asset! Tho, i want it to look good! I still need to paint it, retopo, bake and finalize!
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So I decided to give the sculpting tools a shot so that I can fairly compare 3D Coat to my existing workflow to determine if it justifies the cost to purchase and have run into a few problems trying to replicate my previous workflow. I am wanting to find out how I can achieve the same results I get in Sculptris when I use the Grab tool. I found a tool in 3D Coat called Move, but it only grabs 1 pixel and drags this.. kind of works more like the Pinch tool from Sculptris. If anyone knows the name/way to use the right tool to achieve the same result please advise. EDIT I also have seen a Pointers counter at the bottom of the 3D Coat program and every time my cursor is over my model, it starts to rapidly count down. It was at -7000 a little ago and is now all the way to -12000. As this number decreases.. I am seeing my memory getting chewed up. this can't be good right? DOUBLE EDIT The larger the brush size the faster it decreases, the smaller the brush size the slower it decreases. I'm not clicking just hovering my cursor over the model with the Move tool selected. TRIPLE EDIT Is there a way to change how much detail is added or removed when you are sculpting. In Sculptris I was able to adjust the tessellation level so that it would either work without adding any new polygons or it would add extreme quantities of them. Using this method I was able to control the polycount in areas where high detail was not required. I'm just trying to determine how to achieve this same result inside of 3D Coat.
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I would like to see a feature where I can limit the painting of an area by the angle adjacent faces. Similar to the "ingore back faces" option in the E-panel. There should be a limiter where one could set the angle which allows or prevent the painting or modelling of the area. MeshMixer or 3ds max has this option in the face selection dialog.
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[SCULPT] A Group Manager to allow to use the groups as layers
Carlosan posted a topic in Feature requests
If sculpt layers can be grouped. A GROUP MANAGER allows to use the groups as layers. VoxTree / GroupTree Can work together A new windows popup with all Groups entry: For each group will appear the toggle buttons for object visibility, selectability and ghost mode. That way you can quickly organize your project like in a layer manager, navigate through it, and protect entire groups from selectability. ------------------------------------------------------------------ Im just taking/quoting Raul's proposal http://farsthary.wordpress.com/2009/08/14/new-proposal-asset-management/ and opening the brainstorm to implement a similar option inside 3DC ------------------------------------------------------------------- 0001587: A Group Manager to allow to use the groups as layers. Trello vote card -
Drawing/Carving a line WITHOUT overlapping WITHOUT continuous stroke
ElSte17 posted a topic in General 3DCoat
Hello, I have been having trouble with a certain aspect of the sculpting tools because I am used to drawing and being able to draw using many strokes ( to adjust my hand or whatever). In 3D sculpting it is even more important because sometimes you are trying to draw something that is not on a flat plane ( it wraps around something for example) and thus you have to change your camera angle to be able to see where you are drawing. To to this (as far as I know) you have to lift up your stroke, change the angle, and then continue the line with another stroke. The problem this creates for me is illustrated below. If you lift your pen or want to draw something that isn't one continuous line, when you replace your pen at the point where you left off, it will either create a bump (when adding) or a divot (when subtracting) at that point. I assume this is because the brush adds or subtracts a fixed amount of...material... based on the height of where you clicked and the depth you have the brush set at. My question is, how can I create a seamlessly flowing line without having to draw it in one continuous stroke? Thanks, ElSte17 -
Hi all Just thought I'd post a link to some work I did with 3DC voxels on my website. This link shows the all the characters, these were colorised in Photoshop ( done before you could add colour to voxels ) http://www.draw-it.co.uk/?project=trench-project The thumbnails on show some very quick auto retopo work done on the sculpts to get the geometry into LW. I used the mesh to position proxy versions of the characters in a virtual studio. The attached is better view of one character.
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It would be great to be able to draw a spline along a model and then adjust settings such as pinch, bulge, crease, width, height, resolution, etc. and see it change live as you're adjusting the settings before you commit. If this is possible, it would be a huge boon for us.
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I have this concept in my head of a video game where you are the alien and humans are the enemy, as if you were probed and experimented on by human scientists. Using ancient cultures such as Egyptians in this case, to model the character as reference. The Egyptians were visited by these aliens giving them technology etc, as a part of their culture. This is not a new concept (Discovery Channel, etc) but an interesting one non the less. So many of the Egyptian culture was derived from these aliens and hence these elements will be reflected in the design of the character. So I am pretty much done with the primary and secondary details moving on to the tertiary ones. There is much more to do, armor, tech,clothing, weapons etc. Stay tuned.
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Hi there ! This is my new work "Earth Dragon". Maybe Vox Sculpt, Retopo, Paint in 3D-Coat, and Render in UDK. I like snake brush drawing, but instead retopology is very hard..... Thanks.
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This is my first time using a sculpting program and to be honest i am just a little overwhelmed by the amount of tools there are. Out of curiosity what are your 5 most commonly used sculpting tools. Why would you select those tools over others, and what type of object would you use them on. (hard surface, organic)
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OK folks. I've got a problem I can't seem to repair, with close holes, fill, smooth or otherwise. I created this part of my sculpt in the Voxel room using Curves. However, the resulting joint, here got all ripped up upon committing the curves. I can't fix it. Any advice?
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Hello guys, There's a special reason for the users to have 2 differents tools to do the same things ? I'm probably wrong but i'm wondering why do we have "Hide" and "SurfHide" tools ? Can't we just have Hide as a general tool, that would work the same for surface and voxel ? I probably miss something. I'm asking that cause is one of the tool that i'm using the more and i don't really like to have 2 hotkeys for the same user function. Especially if you consider that you should that care what's surface and what is voxel,it breaks the workflow. Another example, if you have many layers some with voxels and some with surfaces, you'll not be able to hide through all volumes just because the hide tools are specific. Thank you, Pixo