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3D Coat is a sculpting, retopology, uvmapping, painting program. One example of a workflow would be to insert a clay (voxel) sphere, use sculpting tools to make it look like a skull, then use retopology tools to overlay a low poly mesh with desired edge flow. You can then create a normal map that calculates the distance from your low poly mesh to the original high res sculpture. You can then uvmap and paint the low res retopology mesh. Then export the lower res retopology quad mesh, along with the normal map and your painting maps. Load in your program of choice.
- I am currently at the very beginner level of 3D Coat. I would like to start with a low poly mesh modeled in Carrara or Hexagon, export it to 3D Coat, convert it to clay (voxels), sculpt more details, then use retopology, uvmapping, and painting. Then export the model and maps for use in rigging, posing, animating, and rendering software.
Marvelous Designer is a dedicated clothing creation program.
thanks. was watching a zbrush tutt, it retropolythingee a mess to nice looking quads.
3d coat does it too?
i really just want something to even out the quads on a pinched in cylinder skirt/sleeve.
I'm just beginning to learn 3D Coat. In theory, it does retopology also. However, I have had my struggles. Some successes and failures documented in the Art Studio forum. See the posts above and below the linked comment.
https://www.daz3d.com/forums/discussion/comment/5080136/#Comment_5080136
thanks !
found an interesting md tutt Marvelous Designer tutorial - How to create a 3d Rose
a rose no good without a really nice petal shader
This is the bestest ever video I've come across for explaining anything of the workflow in 3DCoat.
https://www.youtube.com/watch?v=4KpDE7jl_P8
thanks! those retropollies pretty mysterious
Thanks, I'll check it out.
that exchange rate with AU
was looking for the wiggles toys for my 4yo nephew.
only found it from an AU vendor on ebay.
well since its crappy for us it's likely good for you
the ebay cart doesnt show the conversion. it was a leap of faith. took that leap for a 4yo who loves the wiggles.
the shipping was higher than the toy price.
hoping i hit most favo(u)red Aunt status after this.
if you subtract about 30% ( makes it easier ) from the Aus$ that will give you an approximation..
so if some Wiggle figurines cost $25AU then it's about $18US plus whatever the postage is do same...
damn I am used to my solitude,
Have a friend, a former neighbour coming over today to look at the car I want to get rid of as her 18 yo son is learning to drive, but so stressed at the thought of having people at my place even if it's people I like.
I have become a hermit.
One of his particles physics animations was called "Light as Substance", but I think that also worked as a theme for many of others of his. I think the particles themselves are lights that use effects tab to make them visible, but I could be wrong. Using forces is a whole world of possibilities with physics, and particle emitters are an amazing tool for feeding things... anything into those forces.
There's an amazing article in one of the 3dXtract magazines about using forces to get a spaceship to takeoff, turn and fly off, then return, turn and land. Sadly the Carrara 3 files didn't open (got an error). Those 3dXtract magazines have all of the original extra content attached, which is amazingly cool!
When I was working with a demon, I was thinking of the Balrog from Peter Jackson's LoTR, so I used the demon himself as the emitter and fire as the particles. The experiment was a success, but again, it was on this lowly laptop so I just stowed the knowledge and had to move on without perfecting the effect for that particular scene. It just took too many hours to tweak anything on this thing, so it was always just a 'go for it and try something' but then pass or fail drop it afterwards, and render results to incredibly low resolution to get the rendering down to just several long minutes per frame - it was horrible. Rosie 5 has been rendering with dynamic hair at 16-20 seconds per frame on my new machine!
Wow... Stezza... you still with us? Fire is nothing to mess with!
Yes! This is what I meant!
...and Loving friends with big, manly muscles too, right? ;)
no manly muscles to help me lift my crap
I have to use my old lady muscles
Wow! Horrifying stuff blended with real life drama and the neverending imagination of the young! I have four grandchildren now (from the older siblings of those I've adopted) but my first granddaughter and I are incredibly close. She would say something like that to me as well. She wraps my whole world with comfy glee!
As for that last bit, I've adopted a 'thing' about PC+. See, as you've already guessed, I live a life of poverty so I can't really go drastically overboard like that - ever. That said, I pay my PC+ for a year at a time of year that I can almost always pay it again the following year. For a major portion of that year I might not get much of anything, exept that sometimes the PC+ freebies are some pretty cool items. There are always certain times of the year that allow me to get a LOT of the things I've been wanting for really cheap or even free. In all, going for a year without PC+ taught me that I feel a lot more inspired when I retain my membership... but that's just me.
No... That's an awesome thought! Diomede's threads are filled with inspiration on this theme. I think it's amazing that Vyusur's figures work in Carrara, and that's a really warm thought toward possible future endeavors.
As food for thought, check out the content browser that came with Carrara (if you have it installed). I think it's in Objects' Animation tab, there's an IK example character. Just a simple humanoid model to show off how to rig and setup IK on a figure, and it works really well.
I started not as a modeler, but a creative texture artist. So my mentor got me a license for 3DS Max (it was different back then, and he could get that through his work, since he did that for a living) so that I could work the UVs of the meshes and the textures in conjunction. So when I model in 3d, it's often just something very simple.
Watching Vyusur's YouTube time lapse modeling in Carrara videos, I've seen some techniques that are elegant, efficient and incredibly effective. I never hope to become even close to the modeler she is, but her inspiration and hints will undoubtedly make me better at what I do model.
Stezza and Diomede are constantly inspiring to model as well.
Just foods for thoughts.
I feel confident that, with my new experiences with Carrara's dynamic hair, I could probably get a nicely working furry coat working on such a thing! ;)
Oh! Ooops... nevermind my last! LOL
Fantabuously Awesomistical!!! Love it!!!
Hi MasCarra!
Following these instructions today. Well... while animating, of course!
Thanks Brian, that's exactly what I was just going to say!
...oh, and Wendy, you can post them for me too - because I enjoy them!
Me too. At first I was thinking as you are, but then I thought... hmmm, maybe switch to Made for Kids? Hmmm the thinks I have to thunk!
...or is it thunks I have to think? So confused!
Diomede, congrats on getting 3D Coat!!! Sweet!
Misty, I think a lot of those 'perfect quad' clothing items are Marvelous or something similar. I seem to have minimal success with those in my work. Aery Soul is a classic example of really well modelled clothing if we need them to follow morphs and look cool doing it, because there are plenty of polys where we need them. The mesh in these cases tends to truly form around the shapes of the figure, instead of a blanket of even polys draped over.
I certainly don't mean to offend, however, because there are some things with those even quads that work really well, and some the other way that don't... so it's a feel-as-you-go thing.
When I was making my own clothing for Genesis (very short stint in time before I decided to just buy my costumes! LOL) I started with subdividing and dynamically extruding a cube, as I often begin with modeling. I keep shaping and subdividing until I get something that fits and, yes, at that point the quads are still quite uniform in a lot of places.
Then, before subdiving further, I'll soft-select shrink the mesh in areas where I need more polys for greater detail, stretching polys larger in areas where I don't need as many. Then 'sculpt(?)' the edges of the polys to form loops where the item will benefit for things like shape morph following, etc., So then further subdividing will build more polys in those higher detail areas, leaving the rest still quite uniform.
Then I look at stuff from these Greats that sell amazing clothing at Daz3d, and realize why I buy their stuff. But I still enjoy doing it for fun - and even to actually use if I get it good enough.
The upper right image shows soft selection to start adding (in a very simple, newbie manner) to the cuffs, and you can see I didn't do that anywhere else on that item yet - still in uniform quad mode. The left one was a simple, fun test and the lower one was just a first test of me using Genesis 2 in Carrara (I didn't make any of the clothes for that one)
Very cool! Always nice to catch a link to an awesome new tutorial I haven't seen. I don't have (yet) 3D Coat, but it looks like a wonderful Z-Brush-like tool that is more affordable to folks like me - and with really professional tools and workflow.
So when I'm daydreaming about eventually buying it, I like to peruse the cool videos on their own YouTube channel as well
...like this latest one
a cat problem lol
can't find Light as Substance. get a lotta hits for substance painter