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Found 11 results

  1. Hi guys, I need some help. How to get the texture to display pixel perfect (no mipmaping) while texturing a pixel art like low poly model. 3D Coat seams to smudge (mipmap?) the textures and it is really mission critical to see the actual texture with no interpolation of the pixels. Any ideas? Thank you in advance.
  2. Hey, I'm new to 3dCoat but so far it's an awesome program. I have some problems though: I'm trying to bake textures from high to lowpoly models (with different UVs) for unity and webgl. Using the Texture Baking Tool works for color/albedo and normal maps, but how do I get my other maps from high to lowpoly? Metallic, Roughness, Oclussion, Height etc. Since both models have different UVs and Topology, I can't simply export the other maps from the other menu options (file / export objects and textures and textures / export). They wouldn't fit my lowpoly model? Or am I getting something wrong here as I'm new to this. Thanks for the Help, Julian
  3. 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!
  4. Here is the process of creating a low poly skeleton and making sure we get the most important features of each bone. Thanks For Watching!
  5. Hi everybody, Could anybody help me finding a good workflow to texture my papermodels in 3DC? I keep it as short as possible. Here is what I do: - Make illustration in Illustrator - export as jpg / 72 DPI but bigger size (4000 x 4000 pixel) - Import my lowpoly obj. model and the jpg into 3DC. (I only have 2048 version). - I UV map and then paint. Awesome !!!! - Export obj with texture as jpg Import into pepakura. The quality is poor. Do I have to work with 300 dpi from the beginning? Is jpg a bad choice? I cannot load the exported tiffs into Pepakura. My UV maps are not symmetric. I don't know how to do that yet. Is that the reason why some details show up distorted in Pepakura? Like nostrils or a mouth which looked well balanced in 3DC. I keep experimenting but it would be phantastic if somebody could share his/her knowledge with me. Cheers
  6. Hello everyone, Here is an simple way to create an awesome Chest-Pirate-Treasure! Thanks for watching!
  7. Hello everyone, Here is an easy process to create a nice Lowpoly Skull! Thanks for watching!
  8. This is part of a serie of tutorials about a Low Poly Scenario I created for a game. Feel free to ask any questions. Thanks for watching!
  9. Is it possible to work with very low poly quads in the Sculpt room and if needed, modify that topo? For example in zbrush, I can import my model, use any brush on it while keeping the low poly quad topology in tact. Then if needed, I can get zmodeler to edit, add, delete polyloops or any geomatry. Then I can use brushes etc etc all on one screen. No rooms or anything. Can I do the equivalent in 3Dcoat? For example, can I import or make my own quad low poly model, edit the topology or use the surface sculpt tools when needed? Can I simply just do that like I can in zbrush or is there a process for it? Also is there an fbx rule needed for 3Dcoat? I can import FBXs in zbrush and my trial of substance painter, and maya easily, but 3Dcoat doesnt like FBXs all too well it seems. They will either not show or have weird artifacts.
  10. Here is an old gameartisans entry that I never finished. I decided to go the hand painted route. Its still a early WIP. On a side note, whenever I run 3DCoat on my laptop, the computer gets really hot and the fan is working hard. I am afraid I'm going to burn something up. Is there anything I can do to solve this or ease it? My specs are: Windows 10 64Bit Processor: AMD A4-4300M APU with Radeon HD Graphics 2.50GHz RAM: 4.00GB (3.46GB useable) Thanks.
  11. YarVo

    space cruiser

    From the album: YarVo

    Texturing done mainly with 3d-coat. Other work - with blender. 35900 tris. Turntable
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