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danmst3k

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Everything posted by danmst3k

  1. Rhino update! I added some skin wrinkles to the vox sculpt. Originally I was going to do this in the paint room but the resolution is fine enough for some skin wrinkles. I tried to do this in LC but I was getting some strange distortions in the mesh. There was one area of the front legs that just refused to behave.
  2. Thanks! I'll probably take it a little farther in voxels then do some of the finer details like the skin bumps in paint.
  3. A rhino I'm playing around with. My 3 1/2 year old is in to animals now and I saw a rhinoceros in a video he was watching and thought why not give it a go. Thought I'd post a couple of images.
  4. Slight update on my alien. I played around with his face a little and made him a bit meaner looking. I also knocked down his cheekbones a little. The last pic is a render out of lightwave of the retopo mesh with normal map. The surface is a sss one. No real color map was made yet for the skin. I did experiment with texturing him in paint with an 8k texture resolution for fine details and quickly found that that is where the bottleneck is for me in the 3d coat pipeline. It could be me though. The process seems to come to a screeching halt when trying to load the project with an 8k texture. My system is pretty up to date. There's 16 gig of ram and a core i7 2600K processor. The video card is a NVidia game card with a decent amount of Cuda Cores. I don't have the actual specs with me right now though. Has anyone else tried an 8k res texture yet? Just wondering. The actual painting part seems fast, it's just the loading and unloading of the project that becomes really slow. The original sculpt was 15 million tris but I reduced it to 5 million with hardly any loss of detail. I'm still experimenting with this model and I'll try to post more updates soon. Thanks for listening.
  5. Thanks guys...I found it right after I posted... Doh!
  6. Can anyone download the Beta 4 release? I poked around in the latest downloads section but I didn't see it. Do you have to pay for the 4 upgrade first?
  7. Thanks, guys! I probably will retopo it manually. I always wind up doing it that way it seams. I will probably finish the fine details in paint. I'll post some of the renders of the finished model when I get that far. Thanks again!
  8. Here's an alien I'm messing around with, thought I'd share it with the group.
  9. Thanks guys! Kev, you should check out the PDF tutorial by Izmeth Sideek in the 3dcoat main page go to tutorials/free tutorials/voxel tutorials then look for the revolver. It really opened my eyes as to how to go about sculpting the hard edged geometry. Also there is a great tutorials by Abnranger. Look for a new one on the pose tool. Mastering the pose tool is definitely the key to this stuff. The trick is in the way you go about selecting the area that you want to modify. Hope this helps.
  10. Thanks guys! Ha ha, no I haven't Javis. I've seen every bigfoot documentary though, does that count?
  11. Here's another one closer in on the head.
  12. Bigfoot sculpt I'm messing around with. Thought I'd share a screen grab.
  13. I've recently been trying more hard surface type sculpting. Here is a tire I was messing around with. Starting to get a better feel for the tools.
  14. Thanks guys for taking time and answering my questions, your input is greatly appreciated! I think I learn something new every time I use this software.
  15. Thanks, Javis! Yeah, I'm familiar with the merging in the retopo room. But, when you do that it adds a new mesh to the paint room with a new normal map, correct?. I was hoping to keep the mesh that is already in the paint room and preserve the paint work that went into it. My main issue is with UV islands and if you change the island in the UV room it would be nice is there was an easy way for the UV islands in the Retopo room to be updated as well to keep everything synced. This would allow a nice workflow pipeline within 3D Coat that would allow you to go from Voxels to Retopo to Paint then make some adjustments to the UV islands then maybe go back to Voxels to fix something then pop on back to Paint. Kind of a random access way to work instead of a linear flow. I hope this making sense, ha ha? I should say that I really love 3D Coat and I've been using it for some time now. It's really the only software that I actually look forward to using. Great videos btw Javis. I think I watched each one about 20 times. I think there should be a video that explains the inner workings of 3D Coat. Maybe an explanation of what's happening under the hood as you use the software. This might help clarify some things about the various "rooms". Thanks again!
  16. Ok, had a chance to play around with 3DC a bit and tried texture baking a normal map with the voxel sculpt turned on. Then importing that normal map into a new normal map layer in the paint room. Seems to work, I guess this is how you do it.
  17. Hi all! Ok, here's the situation, I've done a voxel sculpt of a character. I retopo it and create UVs and send that to pixel paint with a normal map. All is good. After doing some work on texturing in the paint room I realise that my UV mapping could be better (had some stretching) so I decide to try to adjust it in the UV room. I do that. Now, to my surprise, it seems the normal map tracked the changes I made in the UV room. So, here are some nagging questions I have that make my head hurt: 1) I updated the voxel sculpt and added more details on the surface. How the heck do I get a new normal map generated from the voxel room to my newly changed UV map in the paint room? Do I need to somehow update the UV map in the retopo room to match the one in the UV room? If so, how do you do that? I played around with the various export and import and load and save UVs in the UV and Retopo rooms and can't get it to work. One writes out a mesh file one writes out a uv file and one writes out a obj or whatever format you choose file. It seems you can't get there from here. Is there a way to just regenerate the normal map from the Voxel room and have it applied to the newly changed UVmap in the paint room? Sorry, thought I was going to have a 2) but got all my questions in under the 1). Thanks in advance!!!
  18. Thanks Johnny for your quick reply. I attached a jpeg that's shows what I was talking about. This isn't the actual object but it shows the same problem. What you suggested will most likely work. I think I overlooked the fact that there was an import button there. I feel like there should be some basic modeling tools right in the paint room to fix such problems. That would save a lot of steps. Thanks again!
  19. I've been using this awesome program for a little while now and just love it but I'm still a little foggy on getting from one "room" to the next and what is where and when... if that makes sense. I know the flow from voxel creation to retopo and creating UVs and then sending it to the paint room via one of the 3 methods. My question is what if I start with a polygon model from Lightwave and I want to UV map it in 3DC? I import my lwo object into per pixel paint with auto uvs, I go into the UV room and start to manually lay out some uv seams. Here's the problem, I notice that there are some holes on my object that didn't translate correctly into 3DC (some wacky ngons). What would be the procedure to fix these holes? Is the retopo room my answer?
  20. Hey, thanks for the nice words guys! Yeah, I'm still using the demo version of 3.5. I still have to upgrade from 2.0.
  21. Hey Everyone! This is my first post to the 3D Coat forum. Thought I'd share my some pics of my WIP alien I'm messing around with. This is my 2nd what I'd call a "Real" sculpt. I did one other one before this and a bunch of doodles to try out the various brushes and get used to the program. I've also watched every tutorial I could find on 3D Coat. I've been using Lightwave since v1.0 but I'd consider myself new to the whole voxel sculpting thing. I tried ZBrush before but couldn't get used to the interface. I have to say that this program is so much fun to use!
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