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Showing results for tags 'low poly'.
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Hello. I would like to strictly in the modeling room (because I know the sculpt room would take a massive overhaul to implement) have Non destructive booleans. Im not sure about the memory footprint of 3d coat and how heavy it is currently but I did have an idea for implementing this. It would require new features added to the poly groups. Right now the only option you have for poly groups when right clicking is to change the color reference. You also cant parent poly groups. The ideal workflow though should be similar to zbrush where it automatically creates a new "Subtool" for you whenever you want to add more geometry. I know there is a boolean feature when using the primitive tools but this should be something that has to be triggered by the user. For me when I'm blocking out I like to add shapes quickly and I dont want to have to deal with them creating their own booleans by default anyways when I hit the apply button I would rather have something similar to every other program where booleans are something you must explicitly turn on. I do want new geometry to automatically add itself to a new poly group. Now this will require some added functionality written into the polygroups. Something similar to how the sculpt tree works in sculpt mode where you can ctrl or shift drag a layer on top of another to activate a boolean. What I think would be even cooler is if you could make a polygroup a child of another polygroup layer and have right click options on the child layer to set it to "Union, Subtractive, Intersect" This way the parent geo would know that its child is affecting it in a specific way and could render properly based on that. In theory this should allow users to move these children using the transform tools and have an update be triggered on the parent. I should also add that there should be by default no booleans when parenting on only toggled on by a right click menu. This way you could easily merge object together but still keep them housed in there own groups. I wonder if this is possible to try and implement with the scripting api's.
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Latest tutorial building a basic temple structure in the modelling room. Aimed at beginners, with the modelling room being fairly new in 3DC 2021, this will hopefully help to get started. https://youtu.be/OOpIml3giaM
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Hello. I am attempting to do a texture bake from high to low, although the topology and UVs are quite different. I watched through the texture baking tool video several times, but maybe I am missing a step. Or, maybe this is just the limit of the tool? The overall shape and dimension of the two are the same. Ive attached screens of my low poly, high poly and the resulting texture. Low Poly reference mesh.
- 4 replies
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- texture bake
- low poly
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Hello ! I have this problem at importing a mesh. In rhino is ok shaped and I export it as obj or stl. This is the model in rhino. This happens when I import is as OBJ... mesh is changed... new polygons appears but the details are kept like the initial model. Only mesh is in addition. Why ? AND this is when I import as STL... NO addition but the details are hardly affected and the mesh looks awful.. After the RES+ for STL imported it looks like this... What can I do ? I want to import a clean model for surface detail modelling ? Can anyone help me ? Thank you !
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Hi, I want to try to create a hairstyle in sculpt mode using planes. I tried the Curves tool but there is no option to create flat plains. Or is it? Do you have any idea how to achieve something like this (just the hair):
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MAR-z0 is 3d low poly model maked in spare time. I had a friend he liked very much “Toki”. MAR-z0 is an acronym that recalls its name. 3D-Coat haved a lot importance for creation model. I have retopogized from hi-poly model, texturized, baked and render. I think about 3D-Coat is one of best software for this. I try now to improve my skills for sculpt but is not simple... I arrive from ZBrush. ;-)
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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!
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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!
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An Octopus Rig - Part 02 (Eyes Shape Keys)
Gabriel Aguiar posted a topic in CG & Hardware Discussion
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! -
Hello everyone, Here is a tutorial for the more curious ones, that will help to get into animation with a nice Pirate-Chest! Thanks For Watching!
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Hello everyone, Here is an easy process to create a nice Lowpoly Skull! Thanks for watching!
- 2 replies
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- 1
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- low poly
- game asset
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I've been working on a car from Mad Max, the War Boys "Elvis". I've got quite a bit of a done already, and posting it on The Foundry forums, now that I'm using 3DC for some of the assets, here we are. I'll try to update this thread when I update the TF thread as well. All modeling done in Modo, except for the seats, which I sculpted in 3DC. Retopologized and baked the normal map in Modo. I'm pretty much done modeling the engine, the body and interior. I am now moving on to the .50 cal..
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From the album: "Elvis" War Boys Car/Mad Max
Finished modeling portion of "Elvis"© Javis Jones 2016
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From the album: "Elvis" War Boys Car/Mad Max
Finished modeling portion of "Elvis"© Javis Jones 2016
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From the album: "Elvis" War Boys Car/Mad Max
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- apocalypse car
- fan art
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From the album: "Elvis" War Boys Car/Mad Max
Interior /w Seats and the door ripped for easier viewing.-
- apocalypse car
- fan art
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So I merged multiple 3D Coat files into one scene. When I press 6 (low poly on), everything is positioned correctly, but when I press 6 again (low poly off) it changes the position of the objects. I'm trying to get everything positioned correctly for the Render room. Is there a way to get the high poly objects to go to the same position as the low poly ones without moving everything in the transform room part by part?
- 2 replies
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- importing multiple objects
- render room
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Another death trap for FFX Runner Undead Rods. Textured in 3D-Coat http://ffxrunner2.ffx.it/rigging-the-disk/
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- ffx runner Undead rods
- low poly
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Hello. I have a low poly model and i'm trying to figure out how can i paint in 3D Coat without constantly fix everything in photoshop. I have this model that the uv was made with half the mesh and then applied symmetry, overlapping shells. the problem is that the 3D Coat brush is horrible to paint over any seam, even those that do not overlap have some sort of problem already tried to send one overlapped shell to 1-0 (no overlap, each shell in a UV room) and still the problem persists I am using 2048 texture size what am i doing wrong? how to avoid such problems with this UV type and seams?
- 3 replies
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- per pixel paint
- seam
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