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    • Thank you a lot Elemeno, I very much appreciate your generosity! I agree with you, knowledge should be free, and what im asking for will be free for everyone else, im the only one paying for it, everyone else benefits. Its just that time flies, sometimes when you want to get things done money goes a long way, while im not rich, I have a day job and can definitely compensate whoever is willing to put time to help me do what I enjoy. Hope you don't take any offense to it.
    • Thank you for the suggestion Oleg I love Anton's content, I learned the power of the vox hide tool from his video for creating damage on rocks.  In this particular video, he goes over the process of creating a concept character from scratch and exporting it into unreal. It's very useful information but the end result is not a game ready asset. It's very useful but you would not be able to make a full game with lots of assets using this method without hurting the performance of your game. I am not an expert in these digital softwares, I am merely learning and gathering information for my own passion project. But I know the industry standard would be to use Maya for modeling, then Zbrush for details, then Mammoset toolbag for baking and substance painter for textures, before a final Unreal export. I have seen a lot of indie developers use only Blender for the entire pipeline up to UE5 and it works. Like this for instance: While these are not very detailed asset, they are very much game ready and optimized. (They're also not sculpted assets, so they don't show retopology here.) I am learning Blender as well, but as someone who's already familiar with traditional sculpting and drawing, 3D coat feels more intuitive to use than Blender and quite frankly more pleasant to use as well.  Correct me if I'm wrong but 3D Coat has all the features for a full game asset creation pipeline and even excels in the most important aspects which are sculpting and texturing. I just want to learn the right way to use all it's tools. also thank you for letting me post this paid sponsorship thing
    • Please start your tablet troubleshooting from the "3DCoat" framework that is called "TestStroke" for Windows: https://pilgway.com/~sergyi/TestStroke/TestStroke.zip This app is the first stop when narrowing pen-related problems. It contains all the system code without the "3DCoat" tools. Note that Mouse mode is unsupported (Wacom Tablet Properties > Mapping tab > Mode should be Pen, not Mouse). Make the strokes on your tablet and ensure the displayed strokes are correct. The strokes should depend on the pressure. Press keys "1" and "2" to switch between "Wacom" and "WindowsInk" tablet interfaces. Note which of them is working for you. Later, you will select between them in "3DCoat" using Edit > Preferences > Brushing > Tablet Interface. After making sure that the "TestStroke" is working, rename the user data folder "Documents\3DCoat" into something like "--3DCoat". This renaming is crucial because corrupted or incorrect "3DCoat" settings can lead to unlogical behavior of the "3DCoat". After renaming, run the "3DCoat". It will create a new user data folder with default settings. Ensure the tablet works correctly, as in the "TestStroke". Switch in "3DCoat" preferences between "Wacom" and "WindowsInk" in case the "TestStroke" revealed that it was needed. Manually restore your assets from the renamed user data folder into the newly created one.
    • mine is set at WinTab. didn't seem to work
    • Hi! It seems like 3D Coat Textura stopped saving my windows and pallets location in workspace - every new launch the program just running default one, like its resetting everytime.. Dragging windows around few times a day does`nt seem really comfortable, please help( 
    • In case your client sent you a CAD file like as STP, IGES, or you received a CAD file from other people. We can use FreeCAD to convert CAD file into FBX or OBJ, then import into Blender. Here are the steps how we can do it, hope this helps. Watch here, https://cgian.com/stp-to-blender-uing-freecad/
    • my friend ... knowledge is and should be free ...  if i get time today or the next few days ill do a little tutorial for you and upload it here and tag you , but please dont pay .. art is free ... so should knowledge .. practice is for you but yea , ill get one sorted today or tomorrow
    • I don't observe such behavior.   Yes, that's how it's intended.
    • Have you tried changing this setting?
    • Hello! I have forwarded your request to management for review. Thank you!
    • Hello, I'm an old 2D artist and I am self teaching myself game development and digital sculpting. I started using 3D Coat a few months ago and I fell in love with it's voxel sculpting.  My most useful tutorial so far has been this vid, but I've watched quite a few. The problem with these tutorials is the purpose of the end result. It showcases the use of 3D coat for concepting not creating game ready assets. I've been looking for a cut and dry tutorial to making a game asset from start to finish using the proper workflows in 3D coat. Sadly the information is very sparse and all over the place. I have not found a direct to the point game asset tutorial. I figured what i'm looking for is probably very easy to do for a lot of the users here. So I thought it might be a good idea to sponsor someone here to make that tutorial. I would pay the individual interested, whoever that is can keep the vid, upload it to their YT channel or do whatever they want with it, as long as I can see it lol. What I'm looking for is really about the right workflow for game asset creation for UE5 using only 3D Coat. Something very simple like making a simple brick, would be ideal for the tutorial. The steps I want to learn are as follow: Sculpting a realistic high poly brick in the sculpting room then creating the low poly version of that same brick, showing the right process of retopology step by step using the best method for an optimized game asset, then showcasing step by step the baking of the high poly brick onto the low poly brick, then texturing the brick using PBR materials and finally exporting that asset, final and game ready in UE5.  I genuinely don't think a video like this should take more than 45min to make, as it can be a one take recording. Please include your voice. Whoever is interested in making this, I will pay that person 100usd. Please make it clear if you're interested in making this tutorial, I don't want a bunch of people here all making that same tutorial and all asking for a 100bucks, I'm only paying one person. I hope the folks here won't have a problem with that request, look at it as a sponsorship of some kind. Thank you in advance.  
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