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Found 42 results

  1. http://3dcoat.com/mantis/view.php?id=2198 http://3dcoat.com/mantis/view.php?id=2196 http://3dcoat.com/mantis/view.php?id=2195 I have only one question really. Does anyone actually use it?
  2. 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....
  3. Is there a way while in Retopo Mode to draw a NGon shape on the surface of a mesh? Both sides of my hipoly mesh has a circle cut and extruded into the mesh. Of course you can freehand redraw your topology. But the edges are not equilateral or equal in length. The freehand method works but is not accurate enough for me and what I am doing. It would be nice to have the ability to draw a NGon shape onto your surface with a defined value for the number of points or edges.(Exactly like you can do in 3DSMax). This would make the task of doing circles a breeze in the retopo process. This ability might exist in 3D Coat but I am still a noob with this application. max3d2
  4. I keep getting this problem when I am working in Surface mode and then change my layer back to Voxel mode (and vice versa). Parts of my model vanish. I'm not using any tools to make this happen and this is just sculpting, no work being done in the Retopo or UV room. I start with a cube and use the cut off tool then res up and just keep adding details. Then to add surface definition I change to Surface mode and start adding details on my model and then I change back to Voxel mode and this happens. The same thing happens if I go from Voxel to Surface mode too. I don't know if it is because I am increasing my resolution to a really high level or whether its a bug or known issue. 3D - Coat doesn't crash when this happens I can continue to sculpt and performance is smooth.
  5. For those interested. Installed 3D-Coat on a new i7 Surface Book from Microsoft....the one with GPU and 16GB of RAM. One of my artists sculpted a head to 3.7 million triangles, painted it in 3DC, and rendered the shadow maps at 4k in 2.5 hours. No lag throughout the process. Battery was at 100% when he started and he ran it down to 24% remaining, so we calculate that he would have gotten to about 3.25 hours of heavy use had he gone on. Definitely could use some touch controls to move and zoom the screen within 3D-Coat and a pen with two-buttons would be GREAT! We'll try things out with a 3D-Mouse this week, didn't have one in the office today.
  6. TimmyZDesign

    Hard Surface Sculpting in 3D-Coat

    I just wanted to create a thread here dedicated to hard surface sculpting/modeling in 3D-Coat. Feel free to post any tips, tricks, tutorials, or whatever you know about it so as to help the community out. I'll start by adding a nice timelapse video I found on Youtube. I saw some useful techniques used here that I thought were worth sharing. Enjoy! http://www.youtube.com/watch?v=3AVERcG9Qy8
  7. I want to make some parts of the object in a separate layer when retopology. At the same time I need to be able to use only the visible surface, not the entire object including the hidden parts. How can I do this? Thank you.
  8. I am using the beta 4 version and the manual only refers to 'The Sculpt Room' whereas in actual fact I have a 'Voxels room'. In this room I can choose surface or voxel representation and although the hint says that surface mode is faster and voxel mode has more tools, my question is; What is the actual purpose of each representation and why should I use one over the other? Thanks!
  9. I was just wondering about advantages/differences between 2x2 and 3x3 surface mode tilling creator. my first thought was that, the 3x3 just seems to require more work and is extra fiddely.
  10. I manually smoothed this model with the smooth brush because the smooth all seems to leave some rippling for whatever reason. Anyway in the images you will see the the voxel model after the smooth brush, I then went into surface mode and didn't change ANYTHING but you can see that the model seems to have degraded? You can see the ripples in the surface mode that were not present in voxel mode? IF I was to then take the smooth brush and smooth them out there is no change or it just visually looks worse? Can someone explain this please.
  11. The surface mode for creating seamless textures works, but is lacking allot (it seems to me). please say if you know a work around or method to the problem below # If i wanted to make a pebbles and dirt floor texture, i need to paint the pebbles and the dirt, is it possible to have multiple volumes work with the tiling system so I can paint or apply shaders to the dirt and pebbles separately?
  12. worldcrafter

    Sculpting brushes

    Does anyone know of a way to sculpt like this. As you can see they have some lovely hard edges and indents - in 3d coat i cant get this king of effect, if i were to sculpt a rock using build,scrape/pinch tools, the rock would end up smoother looking; without receses and crevices but only out going parts in the rock. Anyone know of tools/brush tequeniques to make rockes like this? (btw, they were made in zbrushy)
  13. ndeewolfwood


    From the album: sketchbook

    One more ship. I can't stop to make yellow ship....
  14. Hi at all. I am searching for some good hard surface texturing tutorials for 3d coat, but it seems i cant find some. All that i find are for Photoshop or other apps. I watched it, but i cant reproduce the learned in 3d coat. Sometimes it is a to big difference. Did anybody know some one? Regards Malo
  15. ooky

    Paint to Surface mode?

    Hi I've imported an object with UVs and about 10 sub-objects. I've taken it into the paint room, which works great, and is very fast and responsive. I was wondering if there's a way to access the "surface" tools? The paint room tools are a little wanting. I really miss crease edges, and the scrape/flatten tool works in a much more interesting way. By the way I reported a bug that I might as well mention here. It seems like the flatten tool works very differently on different areas of my model. The UV's a pretty even. It seems related to the colours of the normal map. Red and blue directions paint fine, but green directions result in massive depth when painting flatten. Very strange Also, for some reason my object was imported off center, so there's no symmetry which is a bit of a problem (I imported it as an .lwo). thanks Olly
  16. Hi everyone, I'm new to the forums and to 3DCoat. I just got the trial version last week and I am SUPER impressed. I am, however, having a bit of a hard time with something. So my project will be needing a lot of fine details in it, but I have a lot of the important ones in it already. The face of this beast, for example, already has a good bit of detail. However, now I am trying to do a repeating pattern of scales that I made the alpha for in Photoshop. When I try to run the brush along the length of its snakelike body, it displaces the HECK out of everything and while the scales look good from the side (kind of), it looks like a seismograph if I rotate the view. Now my big question is, would it be at all possible to use this brush in the Voxel sculpting to get this detail, rather than the surface mod options? The surface seems to bog my computer's memory down WAY worse than Voxels, too. Or would it be possible to just apply the alpha as a bump map in this program, so I don't have to bother with exporting? :x Sorry, I looked in the Help and it didn't seem to help me that much... I appreciate any feedback you can give me. Thank you!
  17. I'm detailing a surface layer with LiveClay. I have used SurfHide to hide unnecessary parts of the layer, so they do not obscure my view while manipulating the model. After sculpting I used Voxels->Unhide all to reveal all hidden parts of the layer, but it seems that the layer have somehow duplicated itself and merged into one (see picture)! Please help!