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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.
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Im fairly new in 3D Coat - I can figure out the painting / UV tools pretty easily. I just cant get my textures into 3DS max and have them look right. I chose the Export preset for 3DS MAX psychical shaders - and i get a normal map - Metalness - roughness - IOR - which is all good. I import my model and create a psychical shader and put my maps into the right spots - but the materials just dont look right... Atm im using standard lights and the Scanline renderer (I just wonna try it out before heading into arnold). Can anyone explain me how to export correctly ? Or maybe make a step by step guide? Best Regards Jonas EDIT: Some screens
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We are having problems exporting geometry/textures from 3D Coat to 3ds Max. We are particularly interested in the normal map export, and subsequent application to the model in Max. For testing we have created a simple cylinder, and applied a brick texture. The normal map we have was originally created from a height-map inside of 3d Coat. If anyone wishes to download the 3b file, I've popped it here. We select Export from 3d Coat, and so far have tried both OBJ and FBX and get the same result. We then import the geometry into Max, and set a "Normal Bump" map type onto the Bump channel of a Standard Material, and apply the exported normal texture to the "Normal" slot in that map. We keep Channel Direction as default (all unselected), and Method as "Tangent". If we choose to scanline render, we find that the cylinder has an incorrect seam (See attached image). In more complicated scenes, there are more visible seams, seeming to coincide with UV atlas edges. Atlas We have chosen the "3D-Max" option for "Normal Map Software Preset". Our full options are: We have also tried flipping, but no setting got rid of the seam: Swap Y & Z Scene Axes Normals Calculation Method (3D-Coat / Maya Normals) Tangent Space Standard (mikkTSpace / Lengyell / Unity) I am figuring that this has to be an expected workflow of 3D Coat, but somehow we have a setting wrong somewhere. I'm unsure of whether this is a 3D Coat setting, or in our setup inside of 3ds Max. The Max file (2017) is here, and the texture here. Can anyone see what is wrong? Thanks in advance Andy Yelland Technical Director
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I saw somebody over on the Newtek forums using Google Trends to gauge 3d software popularity over time, so I decided to try it out myself. Of course I don't know how scientifically accurate Google Trends is, but it is a lot of fun to put in some search terms and see what it comes up with! I decided to do two searches. My first search was to see which software programs are Autodesk's best selling products, and how their popularity has changed over time. I picked four that I thought would be big sellers, and I came up with this chart: According to this, it looks like Autodesk's AutoCAD products are currently their best selling software. 3ds Max used to be a really big one too, but it has declined quite considerably! Is Max losing popularity for architectural visualization? Maybe architects are just doing their visualization renders directly inside Revit now, or they are using visualization software like LumenRT, Lumion, Twinmotion, or even game engines instead. Also maybe game artists are quitting Max and moving to Maya LT. I also did a second search trying to see which 3d software is currently the most popular, and I came up with this chart: It looks like Blender and Cinema 4D are pretty steady over time. Maybe they have their user base locked in. That big decrease for 3ds Max and Maya is pretty stunning. But wouldn't the other software options increase if Max and Maya decrease? Where are those customers going? Have all the big studios just made their own software and they don't need Max or Maya anymore? Are there too many viable alternatives to Max and Maya out there now? I don't know, maybe these charts don't mean anything important really, but it is definitely fun to have a look and wonder about what is going on! What do you all think?
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"Mixamo would like to announce that The Auto-Rigger is now free for any mesh under 10,000 triangles." This amazing free option that can be beneficial to 3D Artists beginner and advanced. Check it out here: http://www.mixamo.com/c/auto-rigger