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Found 58 results

  1. I try to change normal sampling value to minimal = 5 - but it not change behavior of the brush. It begin change it angle to surface similar to normal sampling = 100 as soon as the edge of brush cursor touch the vertical surface - the brush begin change its tilt. But when normal sampling is = 5 - tilt of the brush must change when center of brush cursor will approach to vertical surface - but not edge of cursor. Only in Flatten tool - normal sampling work good I already reset Options-files in Documents/3D-Coat - it dont help( How to fix this problem?
  2. From the album: Artworks

    For my collegues of Gaming Minds Studios I have created a 3D character prototype while the preproduction of their last hit Railway Empire. In the preproduction of Railway Empire we experimented with several types of Charakter styles. The Western Lady were sculpted in 3D-Coat., the textures and retopology were also done there. I transferred the model into Blender and set a very simple face rig, based on shape keys. The hair was created with Blenders hair system. The final is rendered with Blender Cycles. There was an arm rig too, but we rejected it. Even if the char went not into the final game, I like the Lady a lot and like to present it to you today. I have made some improvements in the hair style and used my CW Eye Material for her eyes. Drop me a line if you have any questions.
  3. MysticTeacup

    Retopologised... Now what?

    So I had a very high poly sculpt, which I then decided to retopologise as I needed the model to have a lower the poly count... However, I have no idea what comes next and how this whole retopology thing works, do I now have to texture bake it or is it an automatic thing? I'm very confused!!
  4. Ruud

    Comparing sculpting tools

    Hey everyone, Is there a post / video / list / ... which explains in detail how the sculpting tools compare. The tool-tips are nice but many of them feel like they can produce the same results and i would like to have an idea of there individual purposes. For example in Surface mode, when should i use the draw, clay, buildup or extrude tool? I'm trying to optimize my workflow and i understand that there probably isn't a tool specific for a single purpose but at this point i worry that i might "ruin" sculpts or get a better/faster result by choosing the most optimized one. Grtz, Ruud
  5. 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.
  6. Artem Ba

    8 Classic Lamps, 3

    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.
  7. 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.
  8. Autodesk has decided to reinvest in its digital sculpting and retopology software called Mudbox after several years of minimal product updates. https://80.lv/articles/autodesk-decides-to-reinvest-in-mudbox/
  9. Hello community, is it possible to create a Cube or something else with low resolution (less polygons). An Example: A cube in 3D-COAT has round edges even with more polygons. But why? A cube can be generated by 6 or more polygons with sharp edges. Is there a way to do this? or insert it with an plugin or something else? When it's possible it would be pretty nice if there is also a tool that scans the object an find flat sides where the polygons can be massiv deceased an decrease them. Hope you understood me. have a nice day Dschogo
  10. Hello community, is it possible to create a Cube or something else with low resolution (less polygons). An Example: A cube in 3D-COAT has round edges even with more polygons. But why? A cube can be generated by 6 or more polygons with sharp edges. Is there a way to do this? or insert it with an plugin or something else? When it's possible it would be pretty nice if there is also a tool that scans the object an find flat sides where the polygons can be massiv deceased an decrease them. Hope you understood me. have a nice day Dschogo
  11. ScrotieFlapWack

    How To Make Alpha Brushes + Where To Save Them?

    I am struggling to find out how to make alphas for my brushes for use when sculpting in the Voxel room. I have seen an old tutorial by Javis but I don't know if this still applies. He basically shows that alphas are made of 4 layers 'Color', 'HeightMap', 'Specular' and 'EraserMask'. Does this still apply? My last question is, where do I save my alphas once I have made them in Photoshop? I see in 'My Documents' there is 2 folders '3D-CoatV3' and '3D-CoatV45'. Inside '3D-CoatV3' there is only one folder called 'Exchange'. Inside '3D-CoatV45' there is a bunch of folders. I don't know which one I should save my brush alphas to. I would like to make my own folder so I can differentiate the standard brushes from my own custom brushes. Is there a way to do this and if so where would I place that folder with the alpha files. Thanks!
  12. Hi guys! I have a project I am working on and the bit I have gotten to now is really making my head hurt haha! So I am trying to make terrain pieces that can fit together side by side and be seamless and flow from one to the other. The idea is that I can sculpt a number of pieces and they can be used multiple times in different positions and rotations to create a potentially infinite number of terrain boards. http://i.imgur.com/NGRCrqg.jpg That is my rough concept where there are pieces like straight rivers, curved rivers, rivers with crossings, cliffs, cliff corners inner and outer, cliffs with slopes, lakes and grass plains and they can then be used multiple times to create varied landscapes. My issue is that I am unsure how to make them tileable! Ideally I am looking for a way of sculpting a perfectly square mesh that repeats at the edges so each module can fit next to another module with relative ease. I have tried doing it via photoshop creating heightmaps but the results are not great and it takes far too long to make a heightmap by hand, with detail without having a reference as to what it looks like when applied to a model. I would appreciate any help that I can get with the matter! I am struggling! Thank you!
  13. dimitribastos

    Armchair and 3D-Coat

    Hi there. I'm having a hard time trying to sculpt an armchair on 3D-Coat. Surely it's something from my end. I tried to create some tileable mesh and then export the Y-depth... but it does not feel good at all. Does anyone have a workflow for something like this? http://pngimg.com/uploads/armchair/armchair_PNG7041.png
  14. Darkzero779Projects

    Darkzeroprojects sketchbook

    Greetings,Darkzeroprojects here to make somewhat postings of my slowly develouping sculpting workflow. Now I admit Im currently got a lot to learn,but I have been for months learning and working on sculpts for my asset creation. heres a example of my wip of a stylized body of a character.
  15. artofcharly


    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!
  16. Hello All! For those of you already on Pluralsight/Digital Tutors or those of you who might want to be, I recently had a 4 1/2 hour course covering some techniques in Character Sculpting published. If you want, please take a look at the course overview below: 3d-coat-character-concept-sculpting-techniques One thing that is different about it is that it covers a way of taking the voxel/surface sculpt directly to Cura to 3D print. In my case it is a Lulzbot TAZ 5 3d printer, but the techniques could apply to other printers as well. Excelsior! Eric Kunzendorf
  17. MorganNilsson

    So what workflow do you have when sculpting?

    Hello! As the title suggests, what is your workflow when sculpting say organics or hardsurface objects in 3D Coat? Main reason I am starting this thread is because I am still struggling finding a workflow I am comfortable with in 3D Coat, I am used to dynamesh workflow to get my base forms, and then retopoing to a subdiv workflow for refinement and details. Which is something I can't reproduce in 3D Coat. So I am curious how other people approach sculpting with this wonderful piece of software. Now yes, I could be using a workflow with voxels or liveclay surface, but, I feel I have no control at all and eventually I have an uncontrollable mess where some areas are superdense and others are lowpoly-esque. I have really tried getting used to it, but I still feel like I am playing with fire. So, fellow 3D Coat'ers... What is your workflow when sculpting?
  18. 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....
  19. Hi all, just came across this Kickstarter campaign via Facebook and thought character sculpters with an own 3D printer like the idea of this workflow. https://www.kickstarter.com/projects/adambeaneindustries/cx5-sculptable-filament-for-3d-printers?ref=project_link
  20. Let me begin by saying that I do have decades of experience 3D modeling/rendering and even development related to such for games, etc.... I love the app for the most part and certainly much easier to use than the competitors. The visual quality of the objects during sculpting just.....bother me. I'm certain I probably just haven't figured out the 'trick' yet but the ease of seeing the form never seems as clear as in even an app like Sculptris. Not a fan of the 'depth' element of the shaders. Even though I do understand the nature of AO, it just....makes the surface more confusing (again likely not using it right). I've tried creating more shaders and downloading what I could find online. I assure you that I've also attempted to search for the solution many times but nothing that seemed to answer it. Are all the shaders dependent on environment maps? I know there is the option for a MatCap shader but that's camera projection and wish I could actually define the shader from a reflection sphere as is in other apps. Essentially, I'd just love a simple clearly visible grey clay sort of thing as is default in most sculpting apps.
  21. lewis2e

    All those brushes!

    Hi One of the things I love about 3D Coat is that it has so many different sculpting tools. However, one of the things I hate about 3D Coat is that it has so many different sculpting tools... Maybe it is just because my background is with Blender (which has only a few brushes), however, as a (relatively) new user of 3D Coat, I struggle a lot trying to get a good idea in my head of what different brushes are available and what they do and what makes each of them different. I don't think the description you get of the brushes when you hover over them is that helpful... they all sound like the same thing. Don't get me wrong, some are quite obvious (crease, flatten, scratches etc.). Others, however, seem like the same thing with only slight tweaks. For example I have no idea how gum is supposed to be different form extrude, how airbrush is different from build or grow... or clay!. In terms of Live Clay, I have no idea what "General Clay" is, or why it differs from plain old Clay. I don't know what the difference between Liveclay build, extrude or inflate is... I could go on (please note I do understand the concept of Liveclay and how it differs to regular surface sculpting and voxel sculpting). I am the kind of person that likes to have in my head what tools I have available and how they differ. At the moment, I feel like I am lost in a sea of options. I feel like I have a lot of powerful tools at my disposal for sculpting, but no real overview of them. Does anyone else have this issue?
  22. Hey guys, This is the latest 3D Coat training bundle that I created. A great way for beginner 3D artists to get started learning 3D Coat. The bundle includes: 1) 21 Volumes of 3D Coat Training 2) Sci-Fi Alpha Brush Collection- Volume #1 (100 Alpha Brushes) 3) Sci-Fi Alpha Brush Collection- Volume #2 (50 Alpha Brushes) 4) Creature Eye Pack 5) Dinosaur Mega-Pack (40 Dinosaur Models) You can get it at Liberty3d.com for 25% Off the regular price until April 3rd. Coupon Code: L3DST2016 http://www.liberty3d.com/
  23. ScrotieFlapWack

    Clothing (Thin Volumes)

    Hi, I am trying out a few new tools after checking out a sweet tutorial on Udemy for hard surface sculpting, I found out about a few tools that I never even knew about! Right now I am messing around with creating clothing and I am using the 'Vox Layer' tool to make things like sweaters and trousers (generic items of clothing) but I am running into some problems which are by the sounds of it pretty common when working with voxels. I apply my new Vox Layer and its relatively thin, I start sculpting creases and moving around the volume to get my forms but when I start getting into the detailing (I usually sculpt in Surface mode for this) I am completely destroying my volume. I know I can make the volume thicker before applying my Vox Layer but I don't really want massively thick trousers and sweaters, is there any other way to non destructively sculpt on thin volumes? If there isn't which I don't expect there is, then I guess the only answer is to make my Vox Layer relatively thick. Just a thought, can you freeze the inner shell of a new Vox Layer and sculpt on the outer surface of it, with the inside of the volume frozen could that potentially stop the issue of sculpting through the whole volume if it is really thin? Just want to add, Split and Vox Layer with the different selection modes are my favorite tools right now, you can make some sick stuff, if anyone is interested in the Udemy course I mentioned above here is the link https://www.udemy.com/3d-coat-robots 3D - Coat totally kills Zbrush for complex hard surface and organic modelling! GO 3D - COAT!!!! XD
  24. ScrotieFlapWack

    Mr FlapWacks Doodles

    I thought I would share my work and start off a little sketchbook of what I am creating. Some renders will be from 3D - Coat and some will be from UE4. Right now I am working on a stone wall for a game idea. I've sculpted my stones, next step will be to make some grout to go between them and then retopologize, UV and bake. Eventually this will be going into UE4. I'll keep updating this thread as I progress