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GED

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Everything posted by GED

  1. GED

    Mistborn Vin

    hey chris thanks , Im not entirely sure what you mean, it was supposed to be some sort of super hardened leather as the characters in this book cant protect themselves with metal. as such it has been moulded into interesting shapes, heres the sculpt to show you what I mean. It isnt meant to be like the way current day materials are used, its supposed to be crude and medieval but also hard and stylish but maybe I strayed a little too far from peoples expectations. I will try to take into consideration materials more in future. oh and thanks shapeshifter.
  2. GED

    Mistborn Vin

    Thanks all, hey chris any photo ref you can give to describe the percieved issue? Im really not sure what a leather and fabric armour would look like so i just made it up as i went along, seeing as this is a fantasy character i hoped people would be more forgiving of the less than realistic minor details.
  3. GED

    Mistborn Vin

    thanks! Oh I also used 3dcoat for the retopo so the whole lowpoly of her body and clothing was edited or created in 3dcoat.
  4. This is almost done but I thought I might give 3dcoat a mention cause I used it to do all the small details like stitching and designs on her leather breastplate etc
  5. is there a game engine that runs real time point cloud data? Ive heard of a few in development but never seen one used yet. Otherwise this is going to be a pain in the neck to retopo/texture if you dont do it in a modular fashion and rebuild it in engine.
  6. Aha i found out what happened, cinema 4d exports no uvs if you delete all the materials. Wierd bug with cinema export i guess cause removing materials should not effect uvs at all.
  7. I have just imported an fbx model for per pixel painting and it is invisible, I can see the mouse moving as if it is hitting a surface and when I turn on wireframe the model is there but its invisible. Is this some wierd setting I have some how turned on? or is this a serious bug in 3dc 64bit with cuda 3.19A?
  8. thats a pretty cool sandworm, gotta have a little car next to it to show the scale or something
  9. lol yeah its young cable thanks guys haha, Im working on the body proportions still but havent got much time, quarter to 12pm here and Ive only just got round to making some dinner!
  10. Im busy working on this guy for the comicon contest, using 3dcoat to make the basemesh with autoretopo. Ive come across a problem though, I want to make one arm out of voxels and then duplicate it and flip it to make the other arm and then merge it all with the body, will this work? and if it does will symetry still work?
  11. zbrush has decimation which preserves the shape of the mesh and detailed areas get more polys but it doesnt have any edge flow. hey Im loving autoretopo, Im using it to create basemeshes for high poly sculpts. basically before autoretopo I would do this to make a head sculpt 1. make a generic head using loop modeling or box modelling this can take 5 hours 2. sculpt head for 3 hours now with autoretopo I do this 1.make quick voxel head, 30mins 2. autoretopo head and clean mesh, 30 mins 3. sculpt head fpr 3 hours so I saved about 4 hours of my time attached is an example of a head I made with this method and its only 1.2 million polys so thats not bad for an automesh and all the edge loops follow his face shapes like they should
  12. sorry I forgot I wrote in this thread, yes xnormal is really good, give it a try and if youre still confused look up some tutorials, there are 2 things to consider when baking 1. your uv map is nice and flat and none of the uv islands are overlapping 2. your objects scale is compatible with xnormal. If things come out wierd I always check my scale settings first.
  13. coming along well phil but theres still alot of work to do to make her appealing as a character, you need to not only know anatomy and follow reference but also exaggerate reference and anatomy very subtly when needed for example her eye lids are very thin, make them slighly thicker to create a little shadow above her eye, also add a little shape to to tip of her nose and some slight edges to the pout on her lips and people will most like accept the character as a woman. Ive done you a little paintover, Ive morphed her and painted her to make her more like what I think you are trying to create, hopefully you can see all the differences eg my paintover has a much smaller less pronounced forehead and less bags under the eyes and softer larger cheek bones etc. You dont have to follow my paintover, take it or leave it thats fine with me.
  14. exactly but I didnt know how to phrase it, thanks for your help.
  15. It was just a suggestion, I dont expect Andrew to actually do it, too many people on these forums are forceful with thier all thier suggestions, I just want people to consider the implications of this shader if it does go mainstream, as it may be important for 3dcoats future to improve the viewport shaders at some point. As for the specular, yes you are right I dont understand why its so hard to have coloured specular but that doesnt stop me suggesting it as a feature because I believe it is an industry standard for games and film so it really doesnt make sense for 3dcoat to lack something so integral to day to day working practices. this is exactly the problem, why even use 3dcoat at all if you cant tell wether what you are doing in 3dcoat is going to look right in your final game or film? may as well just stick to photoshop and using your game engine or render engine.
  16. very good finish, would be wierd to see it animated
  17. check out this thread about a new max shader and have a look at the example, it greatly improves the rendering of normal maps, dont know if this is or isnt possible in 3dcoat but I just thought its probably the way things will go in games soon so its worth seeing http://boards.polycount.net/showthread.php?t=72861&page=4 Also please please add coloured specular painting to 3dcoat! that was requested ages ago and is really standard stuff!
  18. yeah congrats on a useful site, I visit nearly daily, though I must admit I do find some of the announcements a bit irrelevant(like its just advertising for a product) but for the most part its been an informative and punctual source of 3d industry information
  19. I have to say I agree with this idea, the curves method or pose tool method are counter intuitive workarounds not solutions and its hard to get the results you want. What is suggested here by shnitzel is simple and effective, the way it really should be.
  20. I find that the best current way to get a pinch brush is to use a normal voxel brush with a very sharp pointy alpha, so you cant really pinch but you can draw lines on that look like they have been pinched. Thats my workaround for now
  21. nice work is this latest image a realtime render?
  22. looks like there are some initial results! 3dcoat is right up there with the best in terms of customer opinion http://cgenie.com/articles/1158-cgenies-big-cg-survey-is-now-open-have-your-say.html
  23. hey thanks, I dont usually get time to do sculpts at work Ive only got 3dcoat at home now days so any personal artwork I do is usually done between 10pm and 1am which is very tiring lately. I am currently working on a syndicate(the old game) inspired environment its going ok Ill show it here when theres more to see.
  24. the renders look very very real!
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