David Schoneveld

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About David Schoneveld

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    LA, CA
  1. I'm going to try to do more quick sculpts to get better at it. this is about 20-30 minutes. I'm still pretty far from being good, I hope in time I will be able to see improvements.
  2. Yeah its more like wing commander style as in you're a pilot, there's no resource management or ships to upgrade etc. Just pilot missions of varying complexity.
  3. hey thanks!. We're still working on it. I'll post more here when we're to the next step, demo.
  4. BTW don't feel bad that you didn't know about "To Global Space" I've been using 3DC a while and I didn't know about it until Greg said so. There are SO many things that a little tricks hidden. Seems like the "To Global Space" should be in the symmetry menu as well.
  5. or unlock the symmetry plane (in the "s" menu) then mouse over geometry and hit "tab" that will move the plane to wherever the mouse is. Its not perfect for mirroring but it might help. I think Greg's answer might be a better solution.
  6. from what I already know about dDo you bake out normal maps, paint shader mattes, then it bakes and edited color information and makes dirty maps of various ways and means.
  7. This is the Indie game my friend Andrew and I have been working on for the past year in our spare time. Everything was UV'ed and textured in 3D Coat (and Photoshop of course). Background: Andrew's a programmer who was working on this game for 3 years and I was working on my game in UDK. I got to the point of programming and realized that its too slow to do both art and programming. Writing code wasn't the hard part, polish and bug fixing was. So I looked at Andrews game... awful visuals b/c he had the opposite problem. I decided to support his project and get things up to a point in quality. My goal was 60-70% of my standards for visual quality on everything. Reason is time, and I can't make all these things w/o an engine. Oh thats right, he's written the code from scratch in XNA so there is no GUI for me to work in. Next games are in Unity, and so that will be quite different. He had already bought DAZ3D models for the main characters and I didn't redo them. I designed and built all the ships, planets and star maps. That doesn't seem like a lot of work, 20+/- ships and 3 cockpits, but it was. I learned a lot. There are 1001 things I'd like to add and change in this game but I am insisting that all major changes from here on out go into planning phase for Eterium 2 in Unity (after the next game "First Contact" working title for mobile). We'd never finish a game if we kept adding wishlist ideas and improvements. The game is pretty fun, and big goals for the next one. A lot more modeling in 3D Coat for that as you can see from my Destroyer Class star ship test. Anyway take a look, we're going to try to get the demo ready in the next few weeks.
  8. here's an image of the original from the game
  9. 2 Day before thanksgiving and work has some time for, um, testing new things! So I wanted to try painting and sculpting all in 3D Coat. I made a base mesh in Maya then brought that into 3DC.
  10. even tho I knew it would be harder to make look good I challenged myself to make separate object eyes. Which makes me have to define the eye shape explicitly. Its been difficult and I'm still working on it but here's where its at.
  11. instead of butchering it like that you can try to model in separations. Like the feet you can see the scales above them have a harder line to cut along. Make more of those areas that hide the cuts. I see pro models broken up into lots of objects too so its not necessarily a hardware thing. At the end of the day what do you do with it? Reduce it and use it for something or just render out of 3DC? b/c the bake down process is easier with many parts. Also it has to be UV's so there are "cuts" again. Unless you only want to render out of 3DC as a beauty image.
  12. yeah I think you're right. altho surfing for prices and deals when they happen might not be a bad idea too.
  13. I was basically in the same place as you are. I had a GTX465 (or 460) upgraded to 580. I didn't notice a huge speed bump like I was hoping. But I'd say for sure it can handle bigger scenes but I didn't do an apples to apples test before and after. If you want we can make a scene we all share and do some sort of bench mark on it. Not sure exactly how we'd do that but its something. maybe something simple like I can work with this file smoothly. Like smooth one of the humans until you cannot use a radius 0.5 grow brush on it smoothly. full human 1 object smooth level 4x I can still tumble around the scene easy but the grow brush is now slow. about 4-5 seconds to go from chest to hip and back radius 0.5
  14. Thanks guys. I'm learning techniques on how to better smooth and create cleaner lines right now. I'm playing with a combination between smooth, decimate/reduce, and the shift smooth function of different brushes. In the above tests (as you might notice in places) I didn't know how to smooth very well since I was only really using the tool shift smooth in the LC menu not even trying the surface smooth brush. I still haven't got it down to a science. I still get lumpy bits here and there that are tricky to get evened out.
  15. here's a few more speed sculpts from the weekend's testing of LC.