DavidF

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About DavidF

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    http://intentionalpixel.com

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  1. I use it a lot since 2.49b. I've also used it professionally a lot. It's a great program, I would love to use it in all productions.
  2. I understand. 3d-coat's aproach is simply not subdivsion level friendly. I find it awesome as it is, however I still say that sometimes it is really relaxing knowing that you can go up and down subdivisions, cause as I said, diferent levels contain different aspects of your model, and somehow my mind is adjusted to organize these "detail levels" in "subdivision levels". I'm sure this happens to many digital sculptors, so if loop subdivision in surface mode is already implemented, I think many people would appreciate the possibility to go up and down. Proxy mode is different, it is not a progressive, "macro to micro" way of working, it's more like a posibility to edit faster. Not the same thing. Edit: I must say that about the "base mesh quality" I no longer have complaints, cntrl+shift smoothing and "smooth all + tangent" options are good enough for this . I still thing it would be nice to do a "projected quads" thing directly in the viewport with no need to export/import
  3. Psmith, I understand what you mean in general, however I don't see why implementing subdivision surface sculpting while "locking" geometry would be a bad thing. There can be a thousand reasons why a program should do this or that, but I think in this case it's also very important that artists can choose between modes that in many cases may be more comfortable with. I've done lots of voxel sculpting, and although you say it is very good performance, it isn't the case on full high detailed characters, in fact, it's very hard to work. On the other hand, voxel's freedom can also be a problem when you are in the "finishing touches". For example, what if you have lots of muscles in your character, and you want to inflate them so much that they almost get over each other, but while leaving the small cavities between them. In voxels this would simply merge the muscles, and these base structure would be hard to maintain. So there is when Subdivision sculptin comes very handy as well, cause it's good at generating and maintaining "structure". You can inflate them in surface mode of course... that's why I'm proposing a better base mesh when doing the switch. On the other hand, sometimes "reaching" certain sculpt can be easier when you can go up and down levels, cause these levels rule different aspects of your character, for example: Level 1: Structure Level 2: Base for smaller detail structure (musles, armor, for example) level 3: macro details (expressions, tension) Level 4: detailed defenition of all the character parts level 5: Micro detail (veins, wrinkles). That's just an idea, the thing is that you can go up and down and smoothing certain levels details, and smoothing always maintains a very good feeling and is very useful through all the process, cause it never kills the underlying structure. I'm not saying it's the only option, I'm saying that this method should be an option, specially since performance in 3d-coat is so good already.
  4. digman: Thanks. I tried it and it actually improves the quality of the base mesh, however it does smooth out a little too much the model and there is still some unevenness in triangle distribution. Call me exageratted but I believe every sculptor could benefit from a fully even quad mesh. The trick you mention actually helps me a lot for now but a full conversion to projected quads I think could be even better. That with subdivision levels and topology "locking" would make a great addition... TimmiZ: Oh god! I actually didn't know about cntrl+shift smoothing. Does quite a good trick. Still, what I was proposing here is more like a different workflow... Good base mesh + topology locking with subdivision. I don't know, many artists are comfortable with this and there are many cases that it's really useful, like clothing, control over different detail levels, etc...
  5. Hi everybody!! I wanted to share some thoughts about how to improve sculpting quality for the artist in 3d-coat. As a 3d-artist myself, and as I've seen from many 3d sculptors, smoothing is one of the most valuable tools, in fact, many many things can be done only by drawing, moving, and smoothing. I've seen the latest updates to brushing, which are very good!! However, I think we still lack a good smoothing, and not because the algorithm is bad, it is because in 3d-coat the base mesh that comes from voxels comes in bad quality. Here is an example: I think this should be given attention, perhaps by having the posibility of "resampling in projected dense quads" or something like that directly in the viewport. I think most sculptors spend at least 30% of their strokes on smoothing... however, right know, this can be a little unreliable in 3d-coat. On a broader thought, I've seen the new ability to "loop subdivide" that, with a descent base mesh and the ability to go up and down subdivision levels, may be all 3d-coat needs to be "full featured" in the sense that you could do all your sketching and precise sculpting here. I think that if one enters subdivision levels mode, options like live clay and voxels should be greyed out, and then users should be able to break this whenever they feel like it (for example if they want to sketch again, or add very very tiny detail with live clay). Subdivision levels are very useful for the same "smoothing" reasons as of the base mesh quality, cause you can always "smooth back" to a clean surface and produce nice and soft results at any level of detail... And, lastly, you can of course smooth big details in a level while maintaining the smaller ones in a higher subdiv level. However, this "broader thought" I know is a bigger feature that cannot be implemented in a day or something, however I do feel like we can improve base mesh quality by having the option to "resample" in a quad/even manner. What do you guys thing? Side note: there is no problem with base mesh in voxels, of course, cause it changes all the time...
  6. 3dcoating

    From the album -IP- works

  7. sides

    From the album -IP- works

  8. Head Design

    From the album -IP- works

    A new concept made in 3d-coat. I really wanted to do the body but I have so much stuff to do!!! this was more like a break.
  9. In fact it's gonna be a teaser for a videogame that I want to give it a shot in kickstarter. It's not a cyborg game though, this is only a chapter in which a character thinks he is a cyborg in his dreams.
  10. This one is kind of finished and unfinished. It's a finished sketch that I decided to render, but it's not a finished project. I want to make it production ready and not only a one mesh sketch. But time will tell if I find the motivation to do so XD. Anyway, sculpted in 3d-coat in about 2 afternoons, I love 3d-coats speed, designing is freedom here. Hope you like it.
  11. looks really good. How many polys?
  12. Yes jaja, this is an "undead" version, but the chain is in the original andariel design anyway : http://images2.wikia.nocookie.net/__cb20090324145325/diablo/es/images/d/d3/Andariel.gif xD Thanks!
  13. And this is a full res image of the andariel/necromancer video:
  14. Some more pics from my sketchbook 3d-coat / zbrush sculpt, cycles render. (Personal secret project :P): 3d-coat cycles sketch:
  15. Hi!! I wanted to share my work done in 3d-coat... I've used it for some time now and I find it great! This is a diablo 2 fan art... Andariel (the monster), was sculpted and painted entirely in 3d-coat: https://vimeo.com/61226989 This is an experiment also sculpted in 3d-coat, just for fun: https://vimeo.com/61226992 And well, many things in my portfolio and sketchbook have used 3d-coat, I invite you to check it out: http://intentionalpixel.com/ http://intentionalpixel.com/sketchbook Hope you like it! PD: I wasn't able to embed vimeo videos in this forum, is there a way? Thanks!