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Found 39 results

  1. Hey everyone... As I did not have much knowledge with 3d-coat in relation to Define Measurement Units and Edit Scene Scale. I started a project without paying attention to these two important settings that are found in the Geometry menu. I would like to ask the help of all of you to used this topic to explain the subject better and with that you would help others who use 3D-Coat. Doubt 1) In a project I'm working on, only now that I've realized that the values in the Edit Scene Scale are all changed as you can see in the image I've attached. If I change the value of SceneScale to 1 will what happens in my file? I would have problems if I change this value which is currently 137.963562 for 1? Could I change units from millimeters to meters? Because it is in millimeters... Could someone explain it better? Doubt 2) I realized that by default 3D-Coat uses millimeters. I would like to have a 1: 1 ratio between 3D-Coat and Blender because of a 3d print job and I also believe it will help in mesh workflow for animation and games. Currently in 3d-coat version 4.8.21, what would be the best configuration between 3d-coat and blender without there being any problems in the scale and positioning when it imports -> exports -> imports again for 3D-Coat? I realized that when I use these 2 programs, the scale almost always changes. Maybe because I do not know how to configure. Sometimes the sculpture when it returns to the 3d-coat comes either large or small and the pivot gets altered also causing the sculpture to be located in another position completely different from when I exported. I think using meters would be the best unit of measure because I've read that physical simulations, displacement maps and other things will be best produced when configured using actual measurements of the world in meters. How do you work with Measurement Units and How does the Edit Scene Scale work? Doubt 3) How to properly set up each project (for 3D print? for Games? for animation?) What would you advise for 3d-coat users in the initial scene setup within 3d-coat? Anyone who is knowledgeable in this subject, please share with the whole community about all of these subjects that I mentioned above. This is very important... Thank you for your attention and help.
  2. ebitz

    Mighty Wings

    Been a while since posting. Model was done and rendered in Blender as well as smoke FX. All texturing was done in 3D Coat.
  3. ebitz

    CurtissP40_Final

    From the album: Ebitz Gallery

  4. 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
  5. Missy

    Help With Exporting to Blender

    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.
  6. Hi guys! This is the topic for Simple3DCoat addon for Blender+3DCoat production. This is the fork of the official one made by Haikaikalle . - Installation: Copy the addon folder to the Blender \scripts\addons install folder. Features: - Set the "Exchange" folder of 3DCoat manually. - Custom Textures Path for export/import. - Export/Import through Obj/Fbx/Collada(Dae) formats. Note: Collada does not work on Linux. - ExportMaterials, ApplyModifiers checkboxes. - Simple to Use Screenshots: How To Use: - Enable the Addon and set "Exchange" folder of your 3DCoat. - Export/Import models. Current Version: 0.3.2 I finalize the Addon, as almost all features are added. Download: Last Sources from 16 Aug 2015: https://github.com/mifth/mifthtools/tree/master/blender/addons/io_simple_3dcoat Latest MifthTools Master Download (ZIP): https://github.com/mifth/mifthtools/archive/master.zip Wiki: http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/3dcoat_Simple3DCoat_applink
  7. 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.
  8. Haunted

    PBR to Blender's Principled Issue

    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:
  9. 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.
  10. Hey everyone, This is thread to follow the development of a project that I have been developing called Gladiotron. It is an original project and hopefully the first of many. My pipeline consists primarily of Blender and 3D Coat, with some other applications for authoring PBR textures and then ending up in Unity. Our target platform is PC and Console initially, then possibly mobile afterwards. I have a few goals with this project. 1. To engage the 3d Coat and Blender communites 2. To share development progress on the art assets and the game 3. To work with the 3D Coat team in a similar way to the way the Blender Foundation creates film projects to drive the development of the application
  11. LucaFox

    Basic workflow?

    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!
  12. uvmapping

    exporting from 3d coat

    Hello, I'm new to 3d coat and i've been doing some retopology to my head mesh which i've imported from my scanner. while doing the retopology I used the symetry option and when i've unwrapped it it was just half of the face and when I tried to export it to blender it was the same. what should i do in order to get a full head unwraped either in 3d coat or blender? does it have to do with using symetry? if it does how can i avoid it and still not retopology the all mesh by hand? would appreciate any advice . Thank you.
  13. Here is the process of creating a Octopus Walking Cycle for the more curious ones!
  14. Hi everyone, Here is a tutorial for those who are curious and want to start animating in Blender. You can find the other parts in my channel. Thanks!
  15. Gabriel Aguiar

    Low Poly Skeleton

    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!
  16. Hi everyone, Here is a tutorial for those who are curious and want to start animating in Blender. You can find the part 01 in my channel. Thanks!
  17. Hello everyone, Here is an simple way to create an awesome Chest-Pirate-Treasure! Thanks for watching!
  18. Hello everyone, Here is an easy process to create a nice Lowpoly Skull! Thanks for watching!
  19. 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!
  20. lewis2e

    3D Coat to Blender

    Hi All I've been using 3D Coat for a while now, and have to start by saying how much I love it. I'm a long time user of Blender and Cycles, but I didn't have experience of any other applications until I tried 3D Coat. The usability and almost constant improvements and additions of new features is extremely impressive. I now do all my sculpting and painting in 3D Coat because it is just so easy and intuitive compared to Blender.... Now for my actual question. Admittedly, it's as much a Blender question as it is a 3D Coat question, but I'm hoping I am not the only one using Blender for rendering creations exported from 3D Coat. I am using Blender and Cycles for rendering, and I am using the SimplePBR node which I found because other people on these 3D Coat forums have mentioned it. No-one, however, seems to have given an example of how to correctly set it up. SimplePBR has the following inputs: Albedo Specular Colour; Fresnel IOR; Roughness; Metalness; and Normal As far as I can tell, no export workflow in 3D Coat supports generating all these maps as part of the same export. Is that correct? This is what is confusing me. Can anyone give me a description of how you typically hook this up? (if you use it). What maps do you export from 3D Coat? Alternatively, is there a better alternative to SimplePBR? Note: I have seen this thread: http://3dcoat.com/forum/index.php?/topic/17212-pbr-in-blender-cycles/, but it doesn't quite seem to answer my question. Many thanks
  21. Hey everyone! I am going to release 8 Apps for iOS and Android from 2016 / 06 / 01 to 2016 / 06 / 08 (each day one app). Promotional videos are being released on the Shushustorm Youtube channel (from 2016/05/25 to 2016/05/31): https://www.youtube.com/user/shushustorm For more information, you can also visit my website: http://www.shushustorm.com Here are some screenshots: Squeaky Toys Throw da Phone One Life The apps will be available on the App Store and on Google Play: App Store developer page: https://itunes.apple.com/us/developer/stefan-dumler/id943994670 Google Play developer page: https://play.google.com/store/apps/developer?id=Stefan+Dumler And some more links for the individual apps (iOS, Android, promo-video): (Please note that, right now, not all the links are working because the videos and apps aren't fully released yet.) Squeaky Toys https://itunes.apple.com/app/squeaky-toys/id1042280182 https://play.google.com/store/apps/details?id=com.shushustorm.squeakytoys https://www.youtube.com/watch?v=NNjaSGOxfOw One Flight https://itunes.apple.com/app/one-flight/id1047858038 https://play.google.com/store/apps/details?id=com.shushustorm.oneflight https://www.youtube.com/watch?v=D_K0vxvdMIo One Life Plus https://itunes.apple.com/app/one-life/id1033008414 https://play.google.com/store/apps/details?id=com.shushustorm.onelifeplus https://www.youtube.com/watch?v=vqUxD7mnEMs Throw da Phone https://itunes.apple.com/app/throw-da-phone/id1039592315 https://play.google.com/store/apps/details?id=com.shushustorm.throwdaphone https://www.youtube.com/watch?v=1LJdsZPRkb4 hardbroken https://itunes.apple.com/app/hardbroken/id1037353659 https://play.google.com/store/apps/details?id=com.shushustorm.hardbroken https://www.youtube.com/watch?v=fBhmMPqiCTM pushle https://itunes.apple.com/app/pushle/id1013617378 https://play.google.com/store/apps/details?id=com.shushustorm.pushle https://www.youtube.com/watch?v=H41nQGTksMc One Life https://itunes.apple.com/app/one-life/id1033007854 https://play.google.com/store/apps/details?id=com.shushustorm.onelife https://www.youtube.com/watch?v=vqUxD7mnEMs Spin A Melon https://itunes.apple.com/app/spin-a-melon/id1098439453 https://play.google.com/store/apps/details?id=com.shushustorm.spinamelon https://www.youtube.com/watch?v=dI5inROmqAw As there is quite some 3D modelling going on in most of the apps, feedback would be great! I used 3D-Coat in many different ways, sometimes even for creating models that I would render in Blender to get textures to use in Unity. Best wishes, Shu
  22. Grayhem

    Vertex Colour Rendering in Blender?

    Does anyone know how to export your medium-high poly voxel/surface model with vertex colour info intact - and render this model within Blender, with as near to identical results as you would find in your 3D Coat viewport? [ PBR Materials/ Colors / bump info / gloss info etc etc ] This would be great if possible - in many situations I dont need to rig or animate a model, so low poly version is unnecessary - this would speed up modelling/painting/rendering process massively!
  23. riverdog

    3dcoat/blender applink

    Can some one tell my what I am doing wrong? I'm using blender 2.76 and 3dcoat 4.5.16 and trying to get the applink to work. I have followed all the tutorials I can find and still nothing. can someone walk me thru the work flow Please.
  24. kurzor

    MDR-375

    From the album: Finished Works

    3d-Coat, Blender, Octane Render, Gimp

    © 2015

  25. 1 Почему при экспорте из 3D-Coat в Blender меш деформируется? Как выглядит модель в 3D-Coat А так она переноситься в Blender. Почему появляются эти острые и неровные края? 2 Почему при переносе модели с текстурами они появляются только в blender render ,а в Cycles нет? Подскажите кто знает. А если подключаются в ручную в cycles, то как? Где копать?
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