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Found 64 results

  1. Hi everyone, I am currently having problems with the sculpt room, I can only sculpt on the volume that has the mesh on it, if I create a new volume and try to sculpt, nothing happens :/ I honestly have no idea what is happening, pleaseee help! Here is the file, let me know if anyone can sculpt on a new volume! Thank you for any replies! Dagger deco sculpt.3b
  2. Interuser

    Hair brush

    I think, that all program user need this brush couse of ZBrush has something like that.
  3. Hey everyone. What I would like to talk about is very IMPORTANT. I would like to share with you all 5 features (videos) that are very important and extremely essential in the sculpting process that unfortunately do not exist in 3D-Coat. In all honesty, these 5 features, with all my experience, are urgent features that could be present for artists who use 3D-Coat to sculpt and detail their work. I do not have words to describe how these 5 features would change our work within 3D-Coat. I discovered that these features already exist and work perfectly in Blender. And frankly, I am very sad to know that these key features do not exist in 3D-Coat and would certainly make all the difference in our work. I quit all my work, and for three days consecutives, after a lot of work and a lot of effort (because I do not speak English fluently), I finally managed to do the 5 videos after many failures trying. Note: I tried to leave the videos with short durations and very objective. I've done these videos demonstrating and explaining in the best possible way so that you can realize the importance of having these features urgently. These videos are sorted and numbered by what I consider to be priorities for the top 5 features that do not exist in 3D-Coat. Even after a lot of effort and work to make the videos, I know it will be worth it. I believe and I hope that @Andrew Shpagin will watch all 5 videos and realize how important it is to have these 5 important and essential features for 3D-Coat's Brushes and Alphas system for us artists. In fact, the order of priorities would be: 1.Plane Offset - 2.Sample Bias - 3.Curve FallOff - 4.Size - 5.Adjust ---> 1. Plane Offset ---> 2. Sample Bias ---> 3. Curve FallOff ---> 4. Size ---> 5. Adjust I've already emailed Andrew with these videos and I'm expecting some response. Please, if you like and agree, help me to help you too, please contact Andrew asking for the implementation of these features. Thank you very much for your attention.
  4. Creating a monster in 3D-Coat and rendering in Corona Renderer - without UV and retopology. Part 2. Video Content: 0:01 - Intro 0:18 - InfoPartners 0:22 - Important information about turning on of subtitles. 0:29 - Information having an impact on the development of the channel and the output of the following lessons. 0:45 - Continuing to edit the proportions and details of the monster by using the different brushes. 3:03 - Use the Pose tool to correct proportions. 3:19 - Creating a mask and adding details to the base layer by using the Clay brush. 4:00 AM - Adding parts with the Draw brush. 5:25 - Using the Pose Tool to correct a pose. 8:45 - CutOff-brush to remove unwanted parts. 10:10 - I make special masks with the help of Freeze, in order not to touch the separate parts during the editing of the geometry. 10:26 - Continuing to work with the Pose and Move Tool. 10:59 - I draw additional tentacles in voxel mode with the Sphere brush. Also, again - I use Freeze and CutOff. 11:30 Paint texture in Paint-Room and export to FBX. 11:39 - Import models in 3Ds Max. 11:56 - Creating CoronaSkinMtl and configuring VertexColor. 13:43 - Lighting setup in Corona Renderer. 14:15 - The ending. 14:31 - The ending. Video preview of other lessons. A subscription button. If you like this video: ► Click on the “Thumb up” ► Subscribe to the channel to avoid missing new releases ► Share with friends - do not be greedy =) After all, they also want to get this knowledge =) Enjoy watching! Best regards, Andrew Krivulya aka Charly.
  5. Hi friends. Here is my latest artwork. I needed something today to free my mind… So I’ve sculpted a bit in 3D Coat this morning and took the models to Blender 2.8 for a scene setup and make a small particle animation. All is rendered in Eevee, no post fx ! Just title was added in Photoshop. Materials are procedural, so no textures are used for the scene. Render time about 1:15 min / frame. Here’s a short break down, if you like to see the scene setup: Drop me a line if you have qustions. Best wishes Chris
  6. I am only able to see through my sculpt to the image plane on the x axis, not the z. I have tried restarting, replacing the image planes, as well as messing with image and sculpt opacity. What's odd is it seems to be "whiting out" the image plane when I drop the opacity. Any help would be appreciated, thanks.
  7. I try to change normal sampling value to minimal = 5 - but it not change behavior of the brush. It begin change it angle to surface similar to normal sampling = 100 as soon as the edge of brush cursor touch the vertical surface - the brush begin change its tilt. But when normal sampling is = 5 - tilt of the brush must change when center of brush cursor will approach to vertical surface - but not edge of cursor. Only in Flatten tool - normal sampling work good I already reset Options-files in Documents/3D-Coat - it dont help( How to fix this problem?
  8. From the album: Artworks

    For my collegues of Gaming Minds Studios I have created a 3D character prototype while the preproduction of their last hit Railway Empire. In the preproduction of Railway Empire we experimented with several types of Charakter styles. The Western Lady were sculpted in 3D-Coat., the textures and retopology were also done there. I transferred the model into Blender and set a very simple face rig, based on shape keys. The hair was created with Blenders hair system. The final is rendered with Blender Cycles. There was an arm rig too, but we rejected it. Even if the char went not into the final game, I like the Lady a lot and like to present it to you today. I have made some improvements in the hair style and used my CW Eye Material for her eyes. Drop me a line if you have any questions.
  9. MysticTeacup

    Retopologised... Now what?

    So I had a very high poly sculpt, which I then decided to retopologise as I needed the model to have a lower the poly count... However, I have no idea what comes next and how this whole retopology thing works, do I now have to texture bake it or is it an automatic thing? I'm very confused!!
  10. Ruud

    Comparing sculpting tools

    Hey everyone, Is there a post / video / list / ... which explains in detail how the sculpting tools compare. The tool-tips are nice but many of them feel like they can produce the same results and i would like to have an idea of there individual purposes. For example in Surface mode, when should i use the draw, clay, buildup or extrude tool? I'm trying to optimize my workflow and i understand that there probably isn't a tool specific for a single purpose but at this point i worry that i might "ruin" sculpts or get a better/faster result by choosing the most optimized one. Grtz, Ruud
  11. Taros

    Windrunner Statue

    From the album: Artworks

    You maybe know my old fantasy character called Windrunner. I never really finished the figure, so it disappeared in my harddisk for a long period. In the last months I like to experiment with blender materials. So I took my old 3D-Coat sculpting and added some new materials to it, completely created in blender. The interesting about the materials is, they are completely procedural. No UVs are used. The only texture I used is the normal map for the weapon. But the Rusty Gold and the Cold Lava materials are completely procedural. The Figure and the Stones are from 3D-Coat. I added the teeth and the foundation in blender too. The weapon is from my free 3D-Coat tutorials on YouTube, you maybe already know. If you have any questions drop me a line.
  12. Artem Ba

    8 Classic Lamps, 3

    From the album: 8 Classic Lamps

    All the sculpting I did in 3D-Coat in voxel mode, and Render in Unreal Engine 4. I did not use any post processing.
  13. Artem Ba

    8 Classic Lamps, 4

    From the album: 8 Classic Lamps

    All the sculpting I did in 3D-Coat in voxel mode, and Render in Unreal Engine 4. I did not use any post processing.
  14. Autodesk has decided to reinvest in its digital sculpting and retopology software called Mudbox after several years of minimal product updates. https://80.lv/articles/autodesk-decides-to-reinvest-in-mudbox/
  15. Hello community, is it possible to create a Cube or something else with low resolution (less polygons). An Example: A cube in 3D-COAT has round edges even with more polygons. But why? A cube can be generated by 6 or more polygons with sharp edges. Is there a way to do this? or insert it with an plugin or something else? When it's possible it would be pretty nice if there is also a tool that scans the object an find flat sides where the polygons can be massiv deceased an decrease them. Hope you understood me. have a nice day Dschogo
  16. Hello community, is it possible to create a Cube or something else with low resolution (less polygons). An Example: A cube in 3D-COAT has round edges even with more polygons. But why? A cube can be generated by 6 or more polygons with sharp edges. Is there a way to do this? or insert it with an plugin or something else? When it's possible it would be pretty nice if there is also a tool that scans the object an find flat sides where the polygons can be massiv deceased an decrease them. Hope you understood me. have a nice day Dschogo
  17. ScrotieFlapWack

    How To Make Alpha Brushes + Where To Save Them?

    I am struggling to find out how to make alphas for my brushes for use when sculpting in the Voxel room. I have seen an old tutorial by Javis but I don't know if this still applies. He basically shows that alphas are made of 4 layers 'Color', 'HeightMap', 'Specular' and 'EraserMask'. Does this still apply? My last question is, where do I save my alphas once I have made them in Photoshop? I see in 'My Documents' there is 2 folders '3D-CoatV3' and '3D-CoatV45'. Inside '3D-CoatV3' there is only one folder called 'Exchange'. Inside '3D-CoatV45' there is a bunch of folders. I don't know which one I should save my brush alphas to. I would like to make my own folder so I can differentiate the standard brushes from my own custom brushes. Is there a way to do this and if so where would I place that folder with the alpha files. Thanks!
  18. Hi guys! I have a project I am working on and the bit I have gotten to now is really making my head hurt haha! So I am trying to make terrain pieces that can fit together side by side and be seamless and flow from one to the other. The idea is that I can sculpt a number of pieces and they can be used multiple times in different positions and rotations to create a potentially infinite number of terrain boards. http://i.imgur.com/NGRCrqg.jpg That is my rough concept where there are pieces like straight rivers, curved rivers, rivers with crossings, cliffs, cliff corners inner and outer, cliffs with slopes, lakes and grass plains and they can then be used multiple times to create varied landscapes. My issue is that I am unsure how to make them tileable! Ideally I am looking for a way of sculpting a perfectly square mesh that repeats at the edges so each module can fit next to another module with relative ease. I have tried doing it via photoshop creating heightmaps but the results are not great and it takes far too long to make a heightmap by hand, with detail without having a reference as to what it looks like when applied to a model. I would appreciate any help that I can get with the matter! I am struggling! Thank you!
  19. dimitribastos

    Armchair and 3D-Coat

    Hi there. I'm having a hard time trying to sculpt an armchair on 3D-Coat. Surely it's something from my end. I tried to create some tileable mesh and then export the Y-depth... but it does not feel good at all. Does anyone have a workflow for something like this? http://pngimg.com/uploads/armchair/armchair_PNG7041.png
  20. Darkzero779Projects

    Darkzeroprojects sketchbook

    Greetings,Darkzeroprojects here to make somewhat postings of my slowly develouping sculpting workflow. Now I admit Im currently got a lot to learn,but I have been for months learning and working on sculpts for my asset creation. heres a example of my wip of a stylized body of a character.
  21. artofcharly

    Hedgehog

    More images here - https://www.artstation.com/artwork/8Rlox Hello, everyone! This is my last personal project which I did in my spare time. Hedgehog modeling and sculpting - 3dCoat Fur and needles - Ornatrix plugin Grass - Forest Pack Render - Octane Hope you liked it! You can buy this model soon... Best regards, Andrew!
  22. Hello All! For those of you already on Pluralsight/Digital Tutors or those of you who might want to be, I recently had a 4 1/2 hour course covering some techniques in Character Sculpting published. If you want, please take a look at the course overview below: 3d-coat-character-concept-sculpting-techniques One thing that is different about it is that it covers a way of taking the voxel/surface sculpt directly to Cura to 3D print. In my case it is a Lulzbot TAZ 5 3d printer, but the techniques could apply to other printers as well. Excelsior! Eric Kunzendorf
  23. MorganNilsson

    So what workflow do you have when sculpting?

    Hello! As the title suggests, what is your workflow when sculpting say organics or hardsurface objects in 3D Coat? Main reason I am starting this thread is because I am still struggling finding a workflow I am comfortable with in 3D Coat, I am used to dynamesh workflow to get my base forms, and then retopoing to a subdiv workflow for refinement and details. Which is something I can't reproduce in 3D Coat. So I am curious how other people approach sculpting with this wonderful piece of software. Now yes, I could be using a workflow with voxels or liveclay surface, but, I feel I have no control at all and eventually I have an uncontrollable mess where some areas are superdense and others are lowpoly-esque. I have really tried getting used to it, but I still feel like I am playing with fire. So, fellow 3D Coat'ers... What is your workflow when sculpting?
  24. I've got a model that's been created in Rhino, then exported as obj layers. I've subtracted layers (where Rhino's boolean difference failed), switched to surface mode and used surface hide to retain detail on hinges before using smooth all to smooth the rest of the model. Voxhide seemed to leave a border which was then smoothed, while surface hide does not. Is this the sensible way to keep specific bits of detail in a model, or is there a better way? Now if I can just work out some sensible settings for smooth all that closely mimic the effect of the voxel version....
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