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Markus F.

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Everything posted by Markus F.

  1. argee, nice hardsurfacemodeling! Do you started from a retopomesh or is it a complete rebuild in softimage? The last one is cool, also love the colormood you chosen. regards Markus
  2. Great Progress, he's got a very strong presence even in this early stage. regards Markus
  3. Looks Interesting, not to heavy changes but welcome ones in terms of the Interfacelook. Are this only possible suggestions or will they flow into the new ui design? I like the icons and the popup. regards Markus
  4. Thank you, Britain and Monkeybrain! I have got startet some more tweaking on the mesh in Paintmodus, the lower jaw and cheekbones still needing more love. Maybe, the Nose is also a little to tiny, especially the tip of the nose ?! regards Markus Here the Pictures
  5. Crazy looking Creature. Like the painting it fits to him very well. regards Markus
  6. Nice Models Garagarape! Like the concept of your Indian Girl and how you bring it into 3D. The new Guy is also cool, good Sculpting! regards Markus
  7. @Garagarape Thank you Here is a Turntable of Arnie. So next thing will be to get it back to voxel or Lc to build the body out of it. regards Markus Arnie1_TT.mpg
  8. Hi Folks, dont spend to much time in 3D at the moment, but here a few things i want to show you i have done a while ago. @Tony Nemo My Plan was doing a rig for quick posing and some basic mimic, but as you mentioned the area around the mouth is really tricky. I still have found no good solution for this. @LJB Thank You man, youre right the Forms suffering under symmtrie mode. I have got started the Head new. Progress is still low, so in the meantime i played a little with Projectionpainting . Here some Renderings C4d an PS Elements mixed with CFx Another Rendering tried some painting with standard brushes in 3DC, not finished yet. Make heavy use of LiveClay for sculpting, but in between i got some trouble with double geometrie but was able to export the model without crash and clean it manually. I think it starts when using pinch or move tool. It seems LiveClay have the same Problems like meshmixer in the early stages. The sculpting itself was finished to quick so there are a few anatomical problems, but was mostly fun to do. Maps are 4k, Baking was done in Microvertex Mode regards Markus
  9. @ Arnaud Couturier Thank you! Some good points you have mentioned here. I've switched to LC and tried to improve this more, but still in trouble with the Volumes of the Face. @chris_solo Thank you! @ SYN7AX3RR0R Thank You, i'll keep on trying. Some Pictures, C4D and Photshop-Elements for the Post! Wish you all a nice Christmas!
  10. @Britain Thank you! @Beatkitano Thank you , glad you like it, but i think their model is a level to high to compete with. I would be very happy if i come that far =). @Tony Nemo Thanks you! I have spend some more time on the head, trying to get it even better. Now the Front is off, so i have to carefully pay more attention to his cheekbones,jawbone and ear position. On the other side his profile looks somehow more like arnold , what do you think? regards Markus
  11. @alan f Thank you . good point, i think the lower part need a rework. @michalis Thanks Render is the internal Engine of C4D, the added some new features, like new sss an physical cam. @gbball Thank you When Andrew and Raul optimizing LiveClay for lowLevel vxlmeshes , than we have and excellent bridge from vxl to surface without loosing any presculpted detail:) I hope LiveClay is coming for next year =) @LJB Thanks man I'll try to improve it. An Update, i went back to the head on a new layer and tested a different shape. Here's the result, 490k polygons. regards Markus
  12. Welcome Arnaud Couturier, Nice Work so far! I'm not expert in this field, maybe u can give her a little more volume between the ripcage and the pelvis where the side abs are connecting. Ear needs more volume and Form, i think it's to flat. Keep it up! regards Markus
  13. Great Project, really cool details and nice expression work on the Head. Do you plan to do a highres Render of your model? I bet it would look awesome. regards Markus
  14. Top Row man , great eye for details. regards Markus
  15. Hi, thank you all for comments . An update of his body, but proportions need work. They are really tricky =). Suggestions are welcome! regards Markus
  16. Hi all! After a break some new Stuff of last Sunday. Trying some difficult an doing a celebrity, let me know if you reconizing him. References were taken from Google pic I plan to do it nearly complete in 3dcoat, hopefully without problems. Startet from a ffd primitive, and than using the airbrush and scrapebrush in vxl mode. Around 6h so far and 1.6mil polys if i'm right. Critique are welcome. regards Markus ps: is there a way to edit a thread title when the thread is already started, or can this only be done by an admin?
  17. hi Gian-Reto. Did you export the mesh over the Paintroom, under file/export/export model? There is an option for displacement "coarse sharpen mesh", it deforms the lowpoly mesh so that it is representing more the shapes of the highpolymodel. Maybe it's another problem, so hopefully someone can help you who is more familar with 3d-coat/blender. regards Markus
  18. renderdemon i have this problem too, it's also noticeable in vxl mode. one big dot on startpoint of the stroke. btw the new build is really not bad, lots of things working better like the move tool in vxl and smoothing in paintroom without colormixing , well done! but Live Clay looks still very early to me, but promising. thin areas an espacially areas with low vxl resoltuion, getting bad tesselated as soon as you start with the lc brushes. Lots of spikes and dots, you have to do a lot of cleanup before you can work over it again. Deciamate feature didn't help much here. Also the smoothing under LC in denser areas are not optimal it feels like you smoothing with a big scaled noise sometimes. The surface gets wavy. Projecting a Mesh from LC to paintroom is a problem if your mesh is not dense enough u get all the artifacts and lower polygonareas in the projection. I'm no math expert, but would it be possible to subdivide the highpoly model internally without loosing your surfacedetails, so that you get a clean and smooth projection onto your retopo model. Something like a smoothed normal projection. This would be great for Displacement output later. Also it seems that in paintroom the option "change texture and mesh resolution" under Microvertex mode does no longer work for me, was this option cancelled? Last but not least, a big wish a feature for an surface edit mode for your projected mesh. For example, to been able to model the inside of the mouth for an character without loosing the current projected mesh and uv. Maybe an extra feature for the retoporoom. I know, many demands but if you get LC working that would be already very nice . regards Markus
  19. @Taros Thank you! No Website at the moment, but i plan to do so in near future. Have not many finished stuff. @chris_solo Thank you, yes i do using refs. I often searching through the web to get enough impressions and then i try to start from mind as far as i can. For muscle guys i prefer Bodybuilding.com, Team-andro.com, musculardevelopment.com Here some progress on the Body, legs are a little off. some quick sculpting on ghost riders jacket, to practising folds. GR01_3dc.wmv regards Markus
  20. Hi Gilded, looking good, keep it up! regards Markus
  21. Here a screenshot of the baseheads in 3dc, not really a good shape =) but it worked well for voxels. Btw, some slightly detailing on my old mans Head and a body experiment for the other guy, merged them quick together and decreased the vxl resolution for a better view. regards Markus
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