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  1. 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
  2. From the album: Artworks

    Sculpted in 3D Coat, rendered in Blenders realtime renderer Eevee.

    © Christoph Werner

  3. This is a 3d rendering of Brom's concept artwork "Strik" for his card game "The Dark Ages". Modeled in 3D Coat and Blender. All Texturing was done in 3D Coat using smart materials. Some baking done in Blender and some in 3D Coat. Rendered using Cycles, and posed using Rigify addon (Nathan Vegdahl, Lucio Rossi, Ivan Cappiello) inside of Blender.
  4. Hello 3D Coat forum, I'm trying to use primarily 3D Coat and Blender at home and it has been going well so far, but on this one scene I'm working on some meshes I imported from blender will have different UV separations without any seams. Here is an example: This mesh has no seams marked and normally when this happens it is that the faces are not connected on the model. However, going back to blender I can grab a face and move it and it is clearly connected to the others. I also did a "remove doubles" action on all the vertices to make sure I didn't have any overlapping but unconnected vertexes, and nothing was wrong there. Does anyone know why this is happening, or how I could fix this in 3D-Coat or Blender 2.8? All I did to create this was I had the green faces originally, then I did an extrude by normals. This happened on another piece of geometry as well but the different colored patch didn't reveal itself until I marked a seam loop, yet it was the same in that the faces were connected and I didn't seem to have any non-manifold geometry. I've attached the obj to see if anyone knows what is up. Just open 3D-Coat and import it for uv mapping and it should import with the same face issues I mentioned. I'd like to know the real cause of this so I can fix my meshes before the uv mapping stage. Thanks in advance. (Also unrelated but it would be nice if the Clear Seams button had an option to just clear seams from the active or visible paint object, sometimes objects import with ridiculous seams already marked and it takes quite a while to unmark the seams, but you don't want to lose seams from the objects you've already done. Just a suggestion.) face_problems.obj
  5. I recently bought 3D Coat and I've been having fun with it. The fun lasted until I exported the textures to Blender. The results I'm getting in 3D Coat are not the same I'm getting in Blender. The textures look stretched and the details are not there in Blender. I tried using Eevee, unwrapping in different ways and tried different export setups. Soo this is how it look on 3Coat and this is on Blender UVs and nodes and here is the export setup I hope is something I'm doing wrong and someone can help me out because its been frustrating
  6. Hey everyone! I've been sculpting a lot in 3D-Coat, especially in Surface Mode. I tried to find here in the forum the answer to my question, but I did not find an exact answer to that. I would like to know if there is a similar function of Imbed (Zbrush) or Plane Offset (Blender) to control brushes in 3D-Coat? If I am not wrong these 2 functions are similar... (please someone correct me if I am wrong) I would like to have better control on the surface of the mesh inside the 3d-coat, that is, a very refined control in the brushstrokes that I make. Generally, when I used ZBrush, I left the Imbed low when I wanted to refine my brush strokes, thereby fully controlling the influence of the brush's deformation on the surface of the mesh. Just to let you know, I know most of you know these functions, but I will leave the explanation of these Zbrush and Blender brushes functions so some people who do not know can understand. Zbrush: Imbed The Brush Imbed will control the embed of selected brush. Brush Imbed gives a brush a definite control on how a brush will interact with a surface. This will allow slight deformation on the surface or more extreme deformation on the surface. Blender: Plane Offset: Offset for planar brushes (Clay, Fill, Flatten, Scrape), shifts the plane which is found by averaging the faces above or below. I know we have in the 3d-coat the sensitivity curve control button or the intensity of the tablet, but it's not exactly the function I'm looking for, just as we have the Edit Flatten Curve that is not the function I'm looking for either . Any similar function of Imbed or Plane Offset in 3D-Coat? Thank you
  7. Been a while since posting. Model was done and rendered in Blender as well as smoke FX. All texturing was done in 3D Coat.
  8. ebitz

    CurtissP40_Final

    From the album: Ebitz Gallery

  9. Hey everyone, I have 3 doubts: 1) Saving a mesh or object from VoxTree in 3b format. Can this 3b object keep all the work done on layers of sculpture related to it? In the test I did, the 3B file does not save sculpt layers relating to the mesh of the VoxTree layer that I saved in .3b when I import this .3b file. With you, do the same thing happen? ---------------------------------------------------------------------- 2) I was thinking of separating objects from VoxTree (dismember the project into mini projects) where the main file could be lighter and smaller ( just a container for the mini files .3b files that are part of the same project ). An example would be a sculpture of a character. I separated in the Vox tree : * Character Container |_ character mesh |_ Clothes |_ Accessories. I would like to do something similar to what happens in the Blender program. Having a main file and in it I would use the Append or Link method as needed. When I worked on a 3b mesh and saved, it would automatically modify file 3b. and in the main project this file would be updated and modified. Could I do something like that? ------------------------------------------------------- 3) You could kindly indicate to me an open source or free program so that I can fully organize myself in my private projects in the sense of task and asset management, calendar and etc (preferably it is just a single program for better usability). The program I was testing was Redmine, but it's complicated in upgrades and stuff. I also saw an opensource program called Tactic, but I did not understand anything, very complicated and I did not find any video that would explain the running beginner users like me. thank you
  10. I model an object in Blender, exported it to 3DC for voxel painting & texturing. When I export back to Blender, the object is there but not the painted object. Any suggestions please? I am using the 3DC export setup below.
  11. Hi, I wrote a Blender Add-On to import materials exported from 3D Coat into Blender using the new Principled BSDF shader. Help me test it I updated the script to V 0.7 I just updated the script to V 0.7, it now supports Eevee in Blender V 2.8 (Blender Dev build, can be found here: https://builder.blender.org/download/ ) I used Windows 64 bit (not the new compiler one). I guess it should work with any of these. Since Blender 2.8 is still in development, I can't guarantee the Add-on to be working forever. Add-on download link: https://irrgeist.de/blender-3d-coat-pbr-import-add-on/ ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Changes: Metallic now connects to the correct slot Metttalic, Roughness and NMap are now set to Non-Color If AppLink is present, new toolbar option available (WIP, not working for now) It should now find .tga, .png and .bmp files. Make sure to give each map the same extension in 3D Coat. Don't mix it How to install Copy the script content and paste it into a new file, named '3dCoatPBRImporter.py' In Blender: Open File User Preferences ... Open the "Add-ons" tab Click on the "Install Add-on from File..." button at the bottom Choose the .py file Activate the newly added plugin (filter for 'coat' if you can't find it) How to use Export your model from 3D Coat like so: 'File' => 'Export Objects & Textures Check the following ONLY (and select the Blender Export Preset): Export Color Export Roughness Export Metalness Export Tangent Normal Map ExportAO ExportCurvature Screenshot: Make sure you use Cycles Renderer After installation you will find a new menu entry under 'File' => 'Import' => '3D Coat PBR material First select your object(s) you want to import the new material to. Then click the new menu entry. This will open a file explorer in Blender. Select the .OBJ or .FBX file. If all your textures/maps are in the same folder as your model (it should be, by default), then the plugin will create a new material for your selected object(s). That's it. It's beta. Let me know if you encounter any bugs. If so, post your Blender Console output here (Window => Toggle System Console => Execute the Add-on => mark all text in the console and RIGHT click to copy) Thanks to digman for the advice on how to setup the nodes. Regards, Haunted P.S. Updates will be posted in this thread. If there's a need and it seems to be stable, I will commit the Add-On to the official Blender Add-on page.
  12. I am trying to export a model and it's texture/material and import it to blender 2.79 and rebuild the material with Blender's new Principled BSDF shader. I exported the Model and Texture with File => Export Objects & Textures and got these files: model.obj model_diffuse.tga model_emissive.tga model_normal_map.tga model_reflection.tga model_roughness.tga This is how it looks like: And this is my Blender setup: I really don't know if it's corret and what to do with the green ones. This are my export settings:
  13. 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.
  14. 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!
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