Jump to content
3DCoat Forums

Pedro Toledo

Member
  • Posts

    9
  • Joined

  • Last visited

Contact Methods

  • Website URL
    http://www.manufato.com
  • ICQ
    0

Profile Information

  • Gender
    Male
  • Location
    Austin - TX

Pedro Toledo's Achievements

Newbie

Newbie (1/11)

0

Reputation

  1. Yep, this is by far the most intuitive tech I've seen so far for 3d sketching. I think the process still needs development, something like "voxel's zspheres" could be nice, it could be like the curve tool, but you could be able to set the base forms in a more complex structure (such as chest, legs, arms, head) before committing and converting the curves into voxels, then, as you said e214, adding fingers, toes, nostrils, horns, etc, these are fantastic with the current voxel method. About the workflow you suggested, yes, I can imagine that it would work better to avoid moving up the resolution before you have all the base forms defined. Unfortunately this is not my usual method. I like to go up and down the subdivision as I work. I may try that though... Also, about the finer wrinkles and other details, what you say is true for films or games, anything that is going to be animated. But if your intention is to simply sculpt, then this is not true anymore. Specially if you are going to print it. Anyway, as LJB, I will keep using the tool, I can definitely see good use for it.
  2. I can totally understand your point LJB, I am having the same thoughts about voxels (I am having the same discussion on my thread) I am just not getting the same kind of precision I get on polygon sculpting. Again, I loved the voxel workflow! It's fast and powerful, but maybe it is not suitable yet for a finished, precise, highly detailed model. Still, it's an awesome software and promising technology.
  3. Yeah, I know I still need more time to fell comfortable with this new tool. I am not giving up so fast But, at the same time, the first time I used mudbox I was almost as efficient as I was on ZBrush, the same applies to Silo, the very first time was just easy, I have also tested, just for fun, Blender's sculpting tools, and it worked as I would expect. This is not happening now with Voxels. Although, as you said, these models may look like they are close to a finished look, I know I was not getting the results I was looking for. I found the voxels workflow fantastic! I agree that I can't imagine of a faster approach by now. It's simple and opens many, many possibilities. Simply put, it's awesome! I just want to know if it is only awesome for the initial sketch, the more "creative" part of the process, or if it is suitable for the whole process. You know, the same way some sculptors start with clay, then cast their models into resin, then add the finer details. This is my question, how far you can go with voxels at this moment. I am sure the tool will evolve, and I am planning on keeping using it, but I would like to know if people are using it all the way or, if at a certain point, they feel the need to topologize the voxel model to really get the right volumes and details. But, you are right, I still don't have enough time using this tool (I didn't even know of this "auto-quadrangulation" feature you talked about! :P). I am not trying to make it sound like I didn't like the software, quite the opposite, I am truly impressed with it! And I am sure I will have fun with the other modules, after all I've seen here on the forums and on the website. It's just that up to now I have only used the voxels module (the concept of modeling without topology just fascinated me) and I am getting some difficulties with it. Thanks!
  4. Thank you, haikalle Yes, that is Wilhuff Tarkin, the Commander of the Death Star. I'm glad you recognized him! You can see some more of him on my website if you want. Thank you too, e214 So, apparently the voxels are not ready yet for delivering a really clean final sculpt, unless you retopologize or use some normal map for high frequency detail, is that it? This would be a little disappointing. I don't like retopologizing and uv'ing personal work (that's boring enough at the office :P). I wish I could just use voxels, all the way, to the final sculpt. This would be a very fast workflow. But I'll keep trying e214 - So, I may not have explained myself really clearly, I was not talking just about the brush tip, the alpha, I was trying to say that I am finding a hard time finding the right brush stroke, the right pressure, the stability, the settings and the tool that would allow me to get the results I expect for the gesture that I make with my stylus pen. Does that make sense? You know, with ZBrush, Silo or Mudbox, most of the time, I get the results I expect out of the stroke I make on my tablet. So, I see the area that I am going to work on, I visualize what I need to do to achieve the result I want, I make the strokes that I think will create the volumes I am trying to get and, most of the time, this is pretty much what I get. With voxels this is not yet happening, and I wonder if it will... Is just that until now the results are a bit unpredictable. Sometimes things move too fast, sometimes too slowly. Sometimes I get too much pressure, sometimes too little. This is a new software (at least a new module), and I am sure it will get more and more mature. I am only wondering if the very nature of the polygon meshes, where you are not adding or removing mass, you are just moving the surface, if it is not more suitable for a more precise work. Does that make sense? Thanks again guys! And, Moderator, I am sorry I posted this on the Wip's forum, instead of the voxels one. My bad!
  5. This is a fun thread to watch Really nice doodles!
  6. Thank you all very much I really appreciate the feedback! This is my second attempt to do something with Voxels. Actually, yesterday I've tried too, but it was worthless, I just couldn't find the right pressure nor the right approach. Today was easier though. Still far from what I feel comfortable, I'm still struggling with the pressure of the brushes, and the resolution. Is there a way to toggle between higher and lower resolutions? I find it very hard to change big shapes on a very high resolution mesh, and at the same time I need the resolution to define the shapes. This is something I do all the time on ZBrush, to go up and down the subd levels to work on big shapes and higher frequency details. How do you guys do to get more precision on the forms, and to add really fine details? Do you usually use Voxels all the way? Or you use it just for the initial sketch, then retopogolize and startd detailing on the traditional sculpt method? I am really interested on knowing what's the best workflow to get a final clean model out of 3D Coat. And here is the test I did today. Again starting with a sphere. Although I like the overall proportions, the fact that I am not getting a clean steady brush stroke is a bit frustrating. It may not be a problem here, because of the subject, but I wonder if I would be able to sculpt a clean young face with this technique... Maybe I just need more time really, or to retopologize.
  7. I have just downloaded 3D Coat less than 3 hours ago and I can't believe how fast it is to understand it's interface and start sculpting. Voxels are simply AMAZING!!!! This is a truly revolutionary step on digital sculpting! Kudos! Anyways, here is my first attempt to do anything in 3D-Coat. Still far from good, but I'm impressed how fast it was to make it, and even more impressed that it came out of a simple sphere! I felt like I could just keep adding volume till I had the whole body done. (but it's late already, time to sleep ) I also felt like I had got a new favorite toy Comments are welcome
×
×
  • Create New...