Member rb452k Posted November 24, 2008 Member Report Share Posted November 24, 2008 Hi there! I'm trying out the alpha to see how I can use it to make stuff for the games I work on. That's a skull model I made in volumetric sculpt in about an hour (from a sphere) and then retopo'd a low-res & made a normal map, as I'd use in game. The green one is volumetric, the white ones are hi-res & low-res with normal map! I am enjoying this program a lot Cheers! Ren Quote Link to comment Share on other sites More sharing options...
Advanced Member jedwards Posted November 24, 2008 Advanced Member Report Share Posted November 24, 2008 Cool! Nice to see more games people posting stuff! Quote Link to comment Share on other sites More sharing options...
Advanced Member Jokermax Posted November 24, 2008 Advanced Member Report Share Posted November 24, 2008 That's cool. We have been testing it here on game assets too - mostly for 3d concepting and topology. Baking in 3DC worked fine, the only thing is inability to control uvs shells directly and absence of multiple vertex normals(smoothing groups). Quote Link to comment Share on other sites More sharing options...
Member rb452k Posted November 24, 2008 Author Member Report Share Posted November 24, 2008 That's cool. We have been testing it here on game assets too - mostly for 3d concepting and topology. Baking in 3DC worked fine, the only thing is inability to control uvs shells directly and absence of multiple vertex normals(smoothing groups). I tried the UV tools in 3dcoat & liked them, I found keeping a UV set on an imported model gave draw errors, so I let 3dc do it's own UVs. My preffered method at the moment goes something like this: 1. model in max/maya 2. Do UVs in 3dcoat 3. export back to max, re-organise UVs to suit me. 4. Work in 3dcoat 5. bring hi-res mesh out of 3d coat, textures & all. 6. Bake textures onto low-res mesh (and normals) within max. Seems to work for me Quote Link to comment Share on other sites More sharing options...
Advanced Member JamesE Posted November 24, 2008 Advanced Member Report Share Posted November 24, 2008 I tried the UV tools in 3dcoat & liked them, I found keeping a UV set on an imported model gave draw errors, so I let 3dc do it's own UVs.My preffered method at the moment goes something like this: 1. model in max/maya 2. Do UVs in 3dcoat 3. export back to max, re-organise UVs to suit me. 4. Work in 3dcoat 5. bring hi-res mesh out of 3d coat, textures & all. 6. Bake textures onto low-res mesh (and normals) within max. Seems to work for me I didn't have any problems bringing a mesh back from UVLayout - though I think it simply has really good obj support. I think that will be my preferred method in future. One thing I'd love to see is the ability to bake an AO map along with the normal map in 3dcoat as well, among others, like cavity maps etc. These can really help kickstart your diffuse and spec maps and save a lot of time. Would be nice if 3dc supported them too, as then it really would be a one stop shop for game assets. =] Quote Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted November 25, 2008 Report Share Posted November 25, 2008 Nice test! But I think you can replace (5,6) to 5) bring mapped object in 3dc retopo tool (as Import external mesh). 6) bake textures in 3DC (or merge in scene) Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.