Woulld be cool if you guys did tutorials or a cource about creating AAA quality first person gands like in Call of Doty Modern Warfare 2 or 3 with tactical gloves and stuff. Creating AAA game characters ( Sculpring and retopologizing ) this top notch stuff is interesting to those who might consider #D Coat for use in game developement not just as a retopo and sketching but actual asset creation. Cheers!
@rocthered
Жыл бұрын
Thanks for the tutorial! I tried this method. With "conform retopo mesh" on, it's a bit laggy on my machine. Is there anyway to improve this? Thanks!
@PILGWAY3DCoat
Жыл бұрын
What is happening is that 3DCoat performs the CONFORM RETOPO MESH operation after the user completes their brush or tool action (by releasing pressure of the stylus). This may make it seem a bit laggy because of that split second pause (to snap the Retopo mesh to the Sculpt mesh). However, it is possible that development can change this to be simultanious operations rather than sequential. Please send support@pilgway.com a request to optimize the performance of the CONFORM RETOPO function. As a staff member, I also made this suggestion when speaking with development about the feature. Perhaps additional input directly from users will move it to a higher priority status.
@rocthered
Жыл бұрын
@@PILGWAY3DCoat I see. Will do. Thanks!
@PILGWAY3DCoat
Жыл бұрын
You are very welcome.
@arsalino1116
Жыл бұрын
Thank you for this tutorial. One question: How can you zoom in so close? I have played around with the near plane modulator in prefrences but that does not change anything.
@PILGWAY3DCoat
Жыл бұрын
Without the benefit of seeing your screen, I would guess that it might be a scale issue. Items that are very small in scale within the viewport, tend to be hard to zoom in tightly.
@DigitalInterest1
Жыл бұрын
Can you do a tutorial for a full body character mesh (e.g. sci-fi or anything) which can be then imported to UE5 and then animate it? Also I would like to know if I can import a character (FBX) from software like Reallusion character creator and then do some additional sculpting on it. Thanks.
@PILGWAY3DCoat
Жыл бұрын
We may, but in general, these kinds of tutorials are done by 3rd parties and they typically involve 10-20 hours + of video content. The following video might give some helpful tips about exporting meshes from Character Creator to 3DCoat > sculpting > importing back into CC. kzitem.info/news/bejne/zG9nloysqXWhhJg
@DigitalInterest1
Жыл бұрын
@@PILGWAY3DCoat That video is more of a hack. I was talking about official applink type of thing with Character Creator. It could be a good collaboration with Reallusion. They have it with Zbrush and I have put a request in their feature request page as well but not sure if it will move.
@andregama8068
Жыл бұрын
❤❤❤❤❤
@SHADOWJAGO-mb8kn
5 ай бұрын
how do you invert the mask ?
@PILGWAY3DCoat
5 ай бұрын
There is an option in the Freeze Menu to Invert the Freeze Selection, but you could also use the same hotkey combination as in Photoshop, for inverting a selection (CTRL + SHIFT + I)
@SHADOWJAGO-mb8kn
5 ай бұрын
@@PILGWAY3DCoat ok, ty so much good sr 😸
@kimyang5422
7 ай бұрын
3dcoat how to export morph target to blender blenshape..
@PILGWAY3DCoat
7 ай бұрын
This video tutorial should help. We may create a tutorial showing this process, but in short, Blender typically uses ShapeKeys as deformations on the same mesh, but there is an option to "Join as Shapes" where Blender will take the vertex position information from the different meshes (each having a different expression). In 3DCoat, generate a different Retopo Mesh layer as done in this video, and then (with them all visible), go to the FILE Menu > EXPORT RETOPO TO > BLENDER. Then Open Blender and scale the meshes in the scene to your preferred size and follow the instructions for the following video: kzitem.info/news/bejne/xaGF1JumkZd_jKgsi=aP8-lWS1KHBPCxL_
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