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  1. ScrotieFlapWack

    How To Taper An Object?

    I am trying to taper an a cylinder in 3D - Coat but I don't know how to do this. Like in the image: But rather than taper the object from the end I want to taper from the center so the center looks more skinny than the ends. Is there a way to do this in 3D - Coat? I am not importing geometry I am using the primitives in the voxel room. I've tried to scale it from the center using the transform tool but I can't seem to get the best results. Thanks!
  2. justincrowell

    Lizard spikes

    Hi all, I've watched a ton of tutorials and read the manual, but I'm still a bit confused about the best way to do this. I have a base model for my bearded dragon, but would like to lay down some of those little spikes that come off of the head, as in the attached photo. For that matter, I'm not really sure how to do the scales, either, but I figure I'll need to do a bit more investigating for that. Any starting direction someone could provide would be fantastic. Thanks! -Justin
  3. 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!
  4. Leoluch

    Create texture atlas

    Hello guys! I am really happy to use 3d coat and this is my favorite program for texturing, retoping and UVs, BUT For the competition i need texture atlas and i totally can't understand how to do it. I use UV room a lot, but still not very good in some functions of 3d coat. What i want - for example: i have 4 512 textures. All models have their own UV and they textured in Metallic PBR + AO. (3-5 textures for each one asset). Question - how to create 1 1024 texture for that models? I know only long way - create 1024 texture in Photoshop, past 4 textures and place UV's by hands with 0.5 scale. But I am sure that this is stupid action and there are ways which will be better and faster in 3d coat. Or may be there are another ways . Please, if it possible, link any video or write step by step. I will really appreciate help, thx
  5. You can see 3D Coat used in the Modeling/Sculpting process starting at the 0:15min mark. Pretty interesting process from there. http://www.sciencechannel.com/tv-shows/how-its-made/videos/toy-figurines/ Starting with detailed drawing and computer renderings, casts of toy figurines are either 3D printed or hand carved out of wax. The casts turn out hundreds of textured parts that are assembled and painted. Source
  6. Dryulya CG faun

    [Adult] Dryulya CG fayn WIP

    Hello. I discovered 3d-Coat 16 days ago. I tried several software when doing retopology character. But when I started to do retopology in 3d-Coat I thought that this is where the developers really been working hard. Retopologiyu in 3d-Coat is a true delight. Now I am studying other features of 3d-Coat. I must say that the learning process is incredibly easy. This is my character for which I did retopology in 3d-Coat. I want to make my mesh as accurately as possible describes the shape of the body, with a minimum number of polygons. 10014 points of base mesh. WIP
  7. Just curious how do you model really thin wins like a lizard, pterodactyl, or dragon might have?
  8. 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.
  9. Hi Everyone, I'm re-releasing all of my videos on Vimeo On Demand (thanks to some pesky new VAT stuff...). The first one is Maneuvering Points Vol I, where I cover all sorts of stuff related to solving poles and While I use Modo for the video, I made this video as program agnostic as possible. 3DC also has all most of the tool equivalents and is capable of reproducing the same results easily. Here's the link (or just click the image): https://vimeo.com/ondemand/maneuveringpoints1
  10. Hey Guys, I just made a new tutorial on Autoretopology. http://www.learn3dsoftware.com/3dc_4_vol_14_autoretopo_secrets.htm In this fourteenth video volume of 24 volumes 3D Instructor Adam Gibson introduces the 3D student to 3D Coat's powerful Auto-Retopology Tools. So why is Auto-Retopology a needed process? The best 3D texture artists in the world know that in order to have flawless textures you need near perfect UV maps. The problem is that with Organic Sub-D models a process called "Retopology" is usually needed to do that. But the other problem that lies within that is that "Manual Retopology" is just as time consuming as UV Mapping, if not more in some cases. So this is where "Auto-Retopology" comes in to help speed up the process. Table of Contents for Volume #14 Chapter 1- Intro Chapter 2- What is Auto-Retopology? Chapter 3- How to Access the Auto-Retopology Wizard for Polygonal and Voxel Objects (Part One) Chapter 4- How to Access the Auto-Retopology Wizard for Polygonal and Voxel Objects (Part Two) Chapter 5- Poly Density Masking Chapter 6- Guide Strokes for Redirecting Poly Flow Chapter 7- How to Export your Mesh to Other Software and Clean-Up Chapter 8- Hard Surface Hard Edge Auto-Retopology Chapter 9- Applying Auto-Retopology to a Parasaurolophus Dinosaur Chapter 10- Final Running Time: 2hrs. 10 mins. High Quality (Screen-Res 1920 x 1080 pixels) Video Format: MP4 (.mp4) Level: Beginner
  11. FreezeFrame

    Vehicle Modeling

    Hello, just wondering about car, tank, air models in 3D Coat. Any tutorials on this anywhere? Is modeling inside of the vehicles best left for another software such as 3DS Max, Rhino, ............I know some start from low poly, so not sure if there are some successful hard surface modelers in the vehicle areas with 3D Coat...
  12. Professional 3D modeling on tablets and smartphones is viable finally! - Major new version of Spacedraw available, further extensive updates to follow soon and regularly Spacedraw is a full-featured 3D-modeling program for all Android tablets and smartphones is developed from scratch to make use of multi-touch and motion-sensors throughout introduces novel ways of viewing, drawing & modeling Features includeCAD construction advanced polygon & patch modeling lighting & texture mapping 3d-painting Since the release in October 2012, Spacedraw has proved suitable for creating professional artwork, see the images below, done 100% with Spacedraw on a 4" smartphone (using beta versions of the new release). However, Spacedraw was not developed further for over a year, and serious bugs and shortcomings prevented its application in real-world projects. This will change with the release of version 1.1 today, that fixes over 20 serious bugs and adds more than 10 important features, e.g. orthographic projection backface culling freezing objects unselect tools repeated extrude completely redesigned reference CS management The further development runs at full speed now, next updates soon will bringfundamental usability improvements interactive help and tutorials substantial performance increase stylus support a complete revision of the painting tools a multitude of new functionalities, e.g. advanced rendering capabilities, boolean operations full-featured animation Suggestions for improvements are highly welcome and will be taken seriously! See http://www.scalisoft.com/ for further information Spacedraw is available as a free version without ads on Google Play and Amazon that can be used with the following limitations: only scenes with up to 1000 vertices can be saved or exported as .obj files the undo-history cannot be saved to files A key can be purchased for currently just $2.99 (until March 8, then $11.99) to remove these limitations (Google Play , Amazon)
  13. Hi guys. I am posting this for help and advise. I have been modeling human characters in 3d-coat, then rendering a scene with them in blender. But i just keep noticing that my characters aren't close to real, they look more like mannequins. Am i just lacking something, or am i just fundamentally wrong?? would really appreciate some advise for this... Here are some of my recent works (hair is done with blender hair emitter) Thanks
  14. Fantome

    great white shark.

    Hi, I'm starting a small new project, a great white shark. I'll be modeling and texturing it in 3d coat. Once the model is done I'll try to make a nice underwater scene and render it in mental ray.
  15. ajz3d

    LOD approach

    What's the best approach to multiple levels of LOD in 3D Coat? Multiple baking with different subdivision levels and then exporting hi-res meshes of each bake from paint room to a file, while reusing textures painted once (on the highest subdivision bake)? Sorry if I don't sound too clear. I slept for only one hour today.
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