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Found 22 results

  1. Hi Iv introduced a guy into the world of digital sculpting, and Im a Zbrush user but now his demo has run out Im trying to find him the best affordable alternative, zbrush 2018 is too expensive. The reason why I didnt go with Zbrush core is they ripped too much out, one such tool its auto retopology tools Zremehser. Iv had a go inside 3Dcoat but I cant seem to adopt the same workflow, but maybe its possible with your help? My work flow is not to jump into voxel, or as in Zbrush dynamesh or sculptris pro method of sculpting. I found working from a low to med poly model helps develop of much smoother base to get the basic volumes and forms in place. During the first stage id typicaly use a Sub d method to move up and down between sub d levels as I choose, then when the form is there id use a auto retopology in Zbrush called Zremesher, this provides me with a low to medium polygon based which has way better edge flow for better sculpting usages. I do have the choice at this point to have made a duplicate mesh before using Zremesher so as to keep a more detailed version which I project onto a sub divided model in which was auto retopology processed. At this point no voxel sculpting or any type of dynamic sub d, that can be usefull later on but in the initial stages I want to keep away from this and use a more traditiional sub d method, can 3DCoat do this, and if so can you point me to training that shows it please? Thanks, Dan
  2. Hello everyone, Recently, I saw the release of zbrush 2018. In addition to fantastic new tools and enhancements, they finally put something very similar to 3D-Coat's live clay. First, I want to say that I love 3D-Coat, I bought the license even though I was a Zbrush user. When I saw 3D-Coat, I fell in love with the unique features offered by 3D-Coat (voxels, live clay and several unique program tools) that even the powerful Zbrush did not have. I may be wrong, but over time, I noticed that the Zbrush releases were very similar tools to what 3D-Coat had already had for a long time. When I started to do my work on 3D-Coat, I realized the difference of the brushes when I tried to sculpt 3D-Coat that did not have the same feeling I had in Zbrush (even many users complained about the same thing). Until there appeared brushes that supposedly would be similar to the Zbrush (Artman's brushes). I did not give up 3D-Coat and I started doing some tests trying to find ideal settings, and I started to love the way I sculpted 3D-Coat. So, I came to use 3D-Coat as my MAIN sculpting and texturing program and because I really like and care about 3D-Coat, I would humbly like to appeal to @Andrew Shpagin and the fantastic developers of 3D-Coat that, please, begin to improvise and add tools to the Sculpt Room. I know that such tools are complex to make, but because I believe so much in 3D-Coat I would very much like to see the System of layers in the Sculpt Room, Morph tools and Reprojection of details from one mesh to the other, Noise system maker, Possibility of baker of displacement map directly in the mesh (without having to export the mesh and import the mesh again), Better tools of modifiers like inflate, bend and etc, Possibility to create groups of polygons so that we can isolate and work with them at the moment we want (like polygroups). A Falloff tool or topology in the brush moves and in the other brushes so we can sculpt or move without affecting areas around the sculpture point (eg opening or closing mouth or eyes). A better integration of masks with Paint Room, because if you have a mesh with many polygons and take to the Paint room is very slow the procedure of making masks or improvise tools of the Paint Room in the Sculpt Room for the procedure to be done quickly. Improvements in the detail of the surface of the mesh, because when using an alpha the mesh gets the detailing with effect of few polygons (it is different when doing the same procedure in the zbrush, getting better). Functionalities for better control of imported alphas. As well as other tools and features that many users ask to be made in 3D-Coat. I hope you do not criticize me for asking Zbrush tools and features for 3D-Coat because I can only see 3D-Coat enhancements on Zbrush. If they do not mind putting very similar 3D-Coat tools on their system, why not implement tools similar to theirs in 3D-Coat? Sometimes I think that tools like Copy Clay (from Surface mode), which is a fantastic tool type (which is having problems with recent versions of 3D-Coat), was created and left out. Just like other tools. For a long time I have been waiting for tools and features that I have already mentioned above and never appear. I get very sad and discouraged by this. Once again, I know that it's complicated to develop such functionalities and I know of the effort of the developers to do what is 3D-Coat that we all know. I really congratulate you for creating this fantastic program and I love it, but please read my requests with love, because I would like to see 3D-Coat shining more than it shines nowadays! Before anyone tells me to ask for these features in the ordering section session, to send email to the support or something, I noticed that it does not help much, because many things are already in those places and they stayed there. I hope everyone will ask to @Andrew Shpagin and developers for new features and tools, as well as improvements to existing tools. Because I do not want to hear from many artists who make videos on youtube that 3D-Coat is not good at sculpting and detailing how Zbrush is. I would like to see many good things in the next version of 3D-Coat. It will be possible @Andrew Shpagin and developers? For those who want to see a preview of ZBRUSH 2018 on youtube, you'll understand what I felt when I saw so many things being released and improved by them: https://www.youtube.com/watch?v=XYsTuP5giPE
  3. Hi, I imported a high poly object into the sculpt room to use as a retopo reference. It was too small so I scaled it up with the Gizmo. Switched over to the Retopo room and built a retopo mesh over it. Exported the retopo mesh; which is now too large compared to the original high poly reference mesh when it is appended as a new subtool back in Zbrush. What is the proper workflow here to handle scale issues. The original high poly mesh was sculpted in Zbrush and is a proper size ( approx. 2.0-2.0-2,0 in tha software). Thanks in advance- I looked through the forums but must have missed the answer.
  4. i have imported a .ply scanned asset. After working between programs and importing /exporting it has scaled down ridiculously small! I'm trying to restore the scale to match the original. I import as a surface with zero in the transforms and w/o Voxelisation. A window pops up saying it will remember any transforms for export and i click OK. I have been exporting .obj to use tools in zbrush which I'm more familiar with then importing back. The object needs to be in the exact scale and positioning for the next process but the scale, position and pivot point is completely out of wack!! Also I dont understand the reason for the bracketed numbers... its 11 million tris so it makes it harder to work with. Any help would be amazing! thank you
  5. Hey everyone, I would like to know one very important thing if there is a feature that I am urgently needed in 3D-Coat. I'm making a character. I used the Decimate Proxy Method to be able to make changes in the pose of the character, especially in the arm. After the character was lighter, I hid the whole character except for the arm, in which I began to repair the arm (using Pose Tool, Move Brush). Finally, when I finished all my work, I pressed the button that serves to exit the proxy mode and return the character with the original amount of polygons and then I saved the file. When I realized and looked at the character, I do not know how this must have happened, but in several places of the character the mesh was distorted and displaced. These places should be protected because I had previously hidden these parts to be able to use the Pose Tool and Move Brush. I believe that somehow 3d-coat did not respect the hidden mesh and even then made a mess in those areas. At the same time, I tried to use CTRL + Z to undo all the changes to recover the character in the original state (before my work I did on the arm). But 3D-Coat just went back to the mesh proxy and stopped there (no longer allowing undo) while remaining the messy mesh of the character. In this project, I'm using Tortoise HG (I'm new to this program) to save all my modifications rather than saving multiple files as I was accustomed to doing.That means I have only one project file. Due to my desperation and the very late hour I thought of reverting the file to the previous state I had saved in Tortoise HG (which would be a file before the modifications in the arm), but I messed up and went back to a file very early , where I lost practically all the accessories and much more of this project. And to complete the tragedy, I could not undo this action in Tortoise. Luckily, I had exported the character in .3b (before the changes in the arm) and also I had exported the character with the changes in the arm in 3b. (but with the other parts of the body messed up). Having said all this, I wonder if there is a way to reproject the good parts I've made of the (messy) character to the character who has the correct mesh? I know that in 3D-Coat there is the Copy tool (voxels mode), but for me to do this procedure I will have to convert my character to Voxels and so I will lose many details that I already did in Surface mode. I know that to keep these details, I will have to increase millions of polygons and I think my computer will not support it. So, is there any way to transfer the work I did on the arm (bad file) to the correct mesh (good file)? Similar to the mesh reproject functionality that exists in ZBrush? thanks...
  6. David BK

    Sculpt Layers and Blendshapes

    I would like to know if 3D Coat has sculpt layers that allow you to perform tweaks/moves on a layer and then control the layer strength with a slider. I want to work on a head object with final topology / UVs and create a number of facial expressions. I want to make them on separate layers and control the strengths to preview the animation (similar to sculpt layers in ZBrush or blendshape envelope in Maya). This will also be useful when painting hard-to-reach areas when doing texture painting. For example, painting inside the mouth cavity or inside deep facial folds and creases. Thanks!
  7. Hi, I wrote an evaluation of the two best 3D auto-retopology algorithms available today — 3D Coat's Autopo and ZBrush's ZRemesher. Read the article here. Regards, Metin
  8. oscar_mello

    3dcoat curve stroke on zbrush?

    Hi all, i am starting to work on zbrush too and i would like to know if there is a similar option (on zbrush) for the curve stroke tool on 3dcoat. i use the curve stroke a lot on 3dcoat on pinch tool since it gives me awesome organic shapes and forms, i found on zbrush the lazy mouse option but so far i dont get the same shapes, thanks in advance for any help
  9. Hi guys, so I know this is probably a newbie thing but Ive been trying to figure it out on my own this morning and I couldnt. So I got a model in zbrush with a 4 subdivision levels and good topology, made it on zbrush, but next projects ill be using 3ds max too. In 3DC i want to: UVs on the lowpoly baking a displacement map from the highpoly Paint textures while I can see the displacement map applied (i dont know actually if that is possible, if not ill go with normal map) What Ive done: Exporting obj lowpoly, exporting obj highpoly and try things.
  10. All environment pieces & level I did for The Burning Descent VR, for RyseUp Studios are here, the game run under Unreal Engine 4. I also helped on other fileds such as VFX art ( a little but super fun moments ! ), ConceptArt, Animation ( rigging & posing only for special purpose ) and Character's textures. I used 3DCoat for mostly everything except for stencils/Brushes creation ( PS ) with custom smartmaterials ( same used on SWR project =) ), ZBrush for all of those canyon rocks ^^ 3dsMax for all Lowpoly's and plenty of highpolys ( mostly when not organic ) MightyBake for baking. Special thanks to Anthony Daneluzzi, Fantin Gislette, Alexandre Cheremetieff, Jonathan Belot, Laurent Dessart, Guillaume Zannoni, Maxime Teppe, Coralie Bruchon, Adrien Chenet, Milen Ivanov, and evryone who helped bringing this game to life ! I really enjoyed working with all of you and I hope we'll keep teaming'up like that in the future =) The Burning Descent is a VR Game made@ RyseUp Studios in Lyon Full project here ( + viewers of each asset and some scene ) : https://www.artstation.com/artwork/ryzzm
  11. Hi, I'm very new to 3D Coat, and the first things I'd like to adjust to make my workspace more familiar are the viewport navigation controls. I'm very used to ZBrush's right-click viewport navigation controls: RMB = Orbit Control + RMB = Zoom Alt + RMB = Pan When I use the ZBrush-like navigation preset, the above-mentioned controls don't work. I've tried to customize the controls, but entering the above-mentioned controls doesn't seem to work. Maybe I'm doing something wrong? Any help would be much appreciated, many thanks in advance. Regards from the Netherlands, Metin
  12. Free Upgrade to ZBrush 4R8 is out now. There is no more version of 32 Bit. http://www.zbrushcentral.com/showthread.php?207225-ZBrush-4R8-Available-Now!&p=1210646&posted=1#post1210646 Please help with a ZBrush 4R8 AppLink - Many Thanks
  13. greendogsky

    zbrush->3d coat -> zbrush workflow

    Hi, As a newbie user, i'd like to know, if is there any way to import meshes from Zbrush to 3dcoat with crease information? I generally use Zbrush "zmodeller" tool for hard surface modelling with crease information on it. Regarding creating UVmap, i prefer to use 3d Coat but when i complete UV map, i export that mesh with FBX file. Import it inside Zbrush but realize that all the crease information is getting lost. It is really painy to re-crease all that faces again. I think i do something wrong or miss. Need you advise. Thanks in advance ST
  14. Chilton Webb

    Trim Smooth Border brush?

    Hi, Is there a way to make a brush act like the Trim Smooth Border brush in Zbrush? Basically it uses the initial normal detected when you click, for all subsequent actions, until the mouse is released. Thank you! -Chilton
  15. Hello people, I'm a long time Zbrush user and new to 3D Coat. I havent created anything spectacular yet but I'm trying to and thats why I purchased 3d coat. It is a breeze to experiment with hard surface ideas in it and I'm having alot of fun. My noob question is: How do I export my 3D Coat vox layers as subtools to Zbrush. I searched a bit and it seems like people usually are exporting from zbrush, not the other way around. I am way more comfortable with Zbrushes brushes and all so once I get the main idea and shapes here I would like to export to zbrush and tweak further, and then maybe will come back for retopo. I tried once merging the layers and exporting but no success. I had the object but not the subtools. Can you please show me where to look and/or what to do? Cheers and thanks,
  16. Hi! The basic question is: Is there a way of clicking on the different retopo objects on the model it self to quickly select them or do I have to manually go and check by clicking on each retopo group until the right one is selected? ex. Alt click in Zbrush on a subtool selects the corresponding subtool. Thanks for the help! <3
  17. 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

  18. Подскажите пожалуйста.Как у вас получилось перенести группы из зебры в коат. Вы там переключаете ,что бы одно не мешало другому ретополировать.Как так сделать на вашем видео 55мин.54 сек. Мне нужно трубку ретополировать и ленту на рюкзаке.О чень неудобно подлазить под меш.Я что то не то делаю? 1 Делал мердж всего. http:// 3 Нет у меня обжектс закладки и всё тут как на видео. Где копать? Как правильно переносить меш с группами из зебры.Как их в зебре правильно делать? Зарание спасибо.
  19. Funny thing...I used to bananas when I got a new version of ZBrush and while I'm happy they're working to improve it more, the announcement of 4R6 with ZRemesher didn't really hit home with me. I use 3D Coat for all of my retopo work and don't see ZBrush being a better alternative. It's OK in a pinch, but 3D Coat has had most of this functionality for a while, as far as I'm concerned. I would say that Autotopo is a tool I almost never use now, but I do use strokes pretty often. In ZBrush I had experience with QRemesher, Decimator, etc., but I'm just not all that excited. I wish they had done more with projection, shaders, the auto-updater, and paint layers in ZBrush. Even the auto-updater is a joke, as all it does is install the new version in a new directory and copy certain files from the previous install. This takes up TONS of room on the drive and is very archaic. I still use both apps, but I've quickly become a die hard 3D Coat user.
  20. to be texture painted in 3d coat. vector or simple displacement? Maybe some aplink? fbx export from zbrush?
  21. Hey Guys, Liberty3D.com is having a 25% Off All Products Christmas Sale!! http://www.liberty3d.com/ This includes: All 3D Video Tutorials, Video Bundles, and Plugins!! Coupon Code: SnowFlake Over 100 Products to Choose From!! Lightwave, 3D Coat, Zbrush, Modo, DDO and more!!
  22. ohsnapitsjoel

    3D-Coat equivalents to ZBrush

    Hi all, I've been searching for an instructive resource for hard surface sculpting tools and workflows that are similar or alternative to those used in ZBrush. I haven't been able to find much of use, so I've come up with a plan to make a conversion chart of sorts. Google "hard surface sculpting" and you'll find myriad in-depth ZBrush tutorials, but very few detailed resources on hard surface sculpting in 3D-Coat. So, since many of the tasks in these ZBrush courses can be ported to 3D-Coat in some form or fashion through a clever combination of tools, workflows, etc., I figured I'd start a thread to begin heaping up various ideas here. The idea is to eliminate the need for every newcomer to 3D-Coat to have to reinvent the wheel through experimentation to see which techniques work well and which don't. I'll be posting my discoveries as I go, but feel free to pitch in with any ideas or questions you have.
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