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Found 40 results

  1. Hi guy's, I am new around here and i was recently shopping for my next sculpting app and i am very interested in 3d coat after a video i saw here : I come from Mudbox and i have experience in zbrush and no one on both forum were able to answer this except for Blender who had a working solution but not very good because it involved too many polygons to work with. What i want to achieve is positioning snake scales along tapering body of a snake so all scales have equal distance between them and scale uniformly without deforming in the tapered tail section, here a few images to better explain : Will be really appreciated if someone can find an elegant solution to this.
  2. 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
  3. Metin Seven

    The realization of death

    From the album: Metin's 3D Coat explorations

    The realization of death — zombie head sculpture, inspired by Serge Birault concept art. More where this came from — metinseven.com
  4. dimitribastos

    Team Captain America

    From the album: FanArt

    This is some kind of self portrait featuring the upcoming Marvel's Civil War movie. I'm joining Team Captain America! Also this is my first character render. The next one will be Iron Man - or should he be Iron Boy?
  5. Artem Ba

    8 Classic Lamps, 4

    From the album: 8 Classic Lamps

    All the sculpting I did in 3D-Coat in voxel mode, and Render in Unreal Engine 4. I did not use any post processing.
  6. I made a game asset based on my class materials for concept design class. I've done the design 1 and half year ago, but made it as 3D model for fun. Original image link: https://www.danielkim3d.com/?lightbox=dataItem-iip0d7lc Sketchfab link: https://sketchfab.com/models/f6249162bd6540c5aaccfa4ff234dbc5
  7. 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!
  8. Ethan Hiley discussed the way you should approach building guns for modern AAA games. If you're interested in modeling, texture, animation - you might find some interesting tips here. https://80.lv/articles/production-of-3d-weapons-for-video-games/
  9. 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!
  10. 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
  11. 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!
  12. From the album: "Elvis" War Boys Car/Mad Max

    WIP of the 50cal

    © Javis Jones 2016

  13. From the album: "Elvis" War Boys Car/Mad Max

    Finished UVs, w/ UV checker render

    © Javis Jones 2016

  14. From the album: "Elvis" War Boys Car/Mad Max

    Finished unwrapped UVs

    © Javis Jones 2016

  15. From the album: "Elvis" War Boys Car/Mad Max

    Finished modeling portion of "Elvis"

    © Javis Jones 2016

  16. From the album: "Elvis" War Boys Car/Mad Max

    Finished modeling portion of "Elvis"

    © Javis Jones 2016

  17. From the album: "Elvis" War Boys Car/Mad Max

    WIP of the 50cal

    © Javis Jones 2016

  18. Okay, I throw my hands up. Calling for open advice! So I've been working on a weapon model and I drew up some reference, brought it into 3D-Coat, ready to do some voxel sculpting. Almost immediately I hit a brick wall. So here's what I'm trying to pull off. This is a screenshot of the sculpt shortly after doing a little cutting to match the silhouette. As you can see from the reference drawing, the sword's blade transitions from a thick depth at the back to a tapering edge at the front. My plan was to narrow that thick front plane down to a fine edge...you know, like any sword. Here's another image: The complexity of this edge is such that I have yet to find any great method of cleanly performing this operation. Pose tool, cutting off at specific angles, rebuilding the edge with curves, etc...all of these methods have been failures or felt really impractical. The only other thing I've been able to think of so far is just getting in there and free handing it to perfection. I went on a number of searches to find advice on blades, beveling in general, etc...I didn't turn up much help. I found a lot of advice on beveling, but none of the methods were quite adequate to recreating this exact geometry. Frustrated, I just went ahead and built the thing with traditional modeling. I'll put a shot of that up just as a further example of how I wanted it to look: But, the fact that I couldn't figure out a great solution to this really drives me crazy and I'm still trying to figure it out. I'd like to be able to rely on 3D-Coat from the ground up, since I really love the feel of working in it otherwise, but hitting such a hard wall right away on a pretty simple model made me feel like I ought to be using it in more of a secondary role. I'd love to see if anyone has any great advice here; anyone know how to pull this off nice and cleanly? Let me know if I can clarify anything for you.
  19. artofcharly

    Hedgehog

    More images here - https://www.artstation.com/artwork/8Rlox Hello, everyone! This is my last personal project which I did in my spare time. Hedgehog modeling and sculpting - 3dCoat Fur and needles - Ornatrix plugin Grass - Forest Pack Render - Octane Hope you liked it! You can buy this model soon... Best regards, Andrew!
  20. Всем привет! Представляю работу, созданную в процессе освоения этого замечательного программного продукта )) Почти всё сделано в 3d-coat.
  21. 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
  22. From the album: Polaris Sector game. Human race

    Model for Polaris Sector game. Race - Humans. Video presentation here - https://youtu.be/KW5JNs_2NUA 3DCoat - Texturing, Shading and Materials. Marmoset Toolbag 2 - Render Zbrush - Modeling.

    © artofcharly

  23. From the album: Polaris Sector game. Human race

    Model for Polaris Sector game. Race - Humans. Video presentation here - https://youtu.be/KW5JNs_2NUA 3DCoat - Texturing, Shading and Materials. Marmoset Toolbag 2 - Render Zbrush - Modeling.

    © artofcharly

  24. From the album: Polaris Sector game. Human race

    Model for Polaris Sector game. Race - Humans. Video presentation here - https://youtu.be/KW5JNs_2NUA 3DCoat - Texturing, Shading and Materials. Marmoset Toolbag 2 - Render Zbrush - Modeling.

    © Artofcharly

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