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Ondrej Svadlena

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  1. Ondrej Svadlena

    MRDRCHAIN

    All organic models made with 3DCoat v3. The full film can be watched here: https://vimeo.com/80706397
  2. Check out the "Auto Retopo with guide strokes" video on Andrew's twitter: Video
  3. Really looking forward to this quadrangulation improvement! Sounds awesome
  4. Congratulations Andrew!! Best wishes to you and your family!
  5. Multithreading in 3DC is definitely a priority for me (where applicable, of course - just take Maya, for example, and what percentage of it's functions are multithreaded. Not much - and the Maya users have been begging for this for years) I've spent hours (well probably days, in total) waiting for the quadrangulation process on a 30+ vox layers 40 million poly sculpt and wished it used all four cores on my machine. It was also quite frustrating to find out that Maya was only able to load some of the outputted OBJ's because half the time they had corrupt geometry.
  6. Ja, da scheint was nicht zu stimmen... Bei mir wird es ziemlich lahm erst wenn das modell cca 16 millionen polys erreicht (Ich hab einen quad 6600, 8GB ram, NVidia 9800GTX+ 1GB vram, XP64bit (noch vor kurzem 4GB ram und NVidia QuadroFX 3450 256MB vram)). Du koenntest in der "support" section des forums deinen problem beschreiben. Falls es fuer dich schwierig wird das auf englisch zu befassen dann schicke mir den text auf deutsch und ich uebersetze es.
  7. Hi Thomas, sei willkommen hier . Leider befasse ich mich nur fast ausschliesslich mit der voxel seite von 3DC (falls du fragen hast), bin aber sicher es gibt noch ein paar deutsch-sprechende leute auf diesem forum, die einen besseren ueberblick haben. Auf jeden fall viel spass mit 3DCoat! Ondrej
  8. Hey there, I'm not french but I grew up in Quebec, osti
  9. Very well said. I just met a 50+ year old feature film director last week and we had a nice chat about 3D. We talked about all the technical hurdles involved in CG and then he told me: "But I heard about this cool Ukrainian software..." I think a lot of traditional artists interested in 3D will be jumping on the 3DC train seeing the amount of freedom and the absence of polygon-related technicalities that the voxel approach provides. I myself got into 3DC because of the voxel sculpting (...and what I do with voxels would be nearly impossible with any other app). The other modules are nice "bonuses" but not that interesting to me. On the other hand there are people here that have been around since the early 3D Brush days, so it might get hard for Andrew to decide which new or existing features have higher priority. Partly true but not the whole story... Again, I've had numerous discussions about this with other film directors and a lot of them told me they have a really tough time finding 3D "artists" that are creative and produce original work. A lot of people are fed up with the absolute lack of originality displayed by 99.99% of people showing their stuff on the net. Another director from London told me they have spent two weeks looking through the portfolios on CGTalk, looking for a 3D artist with a personal style and original ideas. In vain. There IS a demand for those people too. Modelling Hobbits in armor to get a job at Weta is a bit simplistic, and those poor chaps that have to look at all those showreels, that all look the same, must have a hard time not falling asleep. I myself am very critical of that cheesy 3D stuff. It also depends on which community you find yourself in. On CGTalk it might all be "awesome and cool, and look at the amout of detail! And those wrinkles and pores!" but from an outside perspective (film-makers, artists, musicians...) it's mostly regarded as cheesy soulless crap. Sorry if that sounds rude but that's the way it is outside the CG bubble. Back to the topic. I just feel I have to step in (because I really care about where 3DCoat is going) when I see that some people request Z-Brush/Mudbox-like features and tools to create those fantasy creatures. "The brushes don't feel right", "The brush feel in ZB/MB is much better"... Really? I think the sculpting in 3DC is great and reminds me of the old days when I modeled with clay. Instead of wasting time with imitating some polypushing tools I'd much more prefer to see Andrew push the boundaries of what is possible to achieve today. I'm not saying 3DC should imitate Maya's FBIK and muscle system. I'm saying it would be nice to see voxels come to life in the near future and in their own way (maybe V4 ). The more diversity shown here, the better. Hope to see more of your work soon! I also feel the 3DCoat family is much more open-minded than other CG-related communities. Ondrej
  10. Absolutely. The volumetric nature of voxels just begs for it to be rigged and animated - with true volumetric dynamics. The "cloth simulation" tool Andrew brought us during the alpha days proves it. I really wouldn't mind spending more time inside 3DC to do the rigging and animation part. Although some packages like Maya do have tools to emulate volume it never really feels satisfying - more like a water-balloon where you still feel the skin, not the volume... I understand there's still a huge demand for tools to create the "pointy-eared fairy with huge breasts in armor" (z-sphere-like shape creation, mesh masking and extraction for the armor, trillions of polys to "detail", rendering a still frame to place on the countless i-galleries displaying such "art"). Nevertheless, it would be really great, and quite revolutionary, to see "living" voxels in movement in the near future. Ondrej
  11. As I wrote, I just guess voxels/volumes are more resource-hungry than surfaces. That's why I think it would be intersting to see how 3DC's voxels compare to ClayTool's voxels. No probably not. Looking at Taros's work, I'd say he would be better off with zb/mb for the detailing part. PS. I'm happy you liked my short. The next one will be a lot darker. I hope I'll be able to finish it before winter
  12. "Is 3DCoat "only" a basemesh solution for some users?, A discussion" Hey there, to be more specific, I mostly work on my animated short films and commercials. Since the early Vox3 alphas, I've been using 3DC quite extensively to create models that would have taken me ages to model in any other software. I find the voxels are great to create complex scenery for example. In the last months I've also modeled around 30 characters for my film using 3DC. In fact I stopped using ZBrush since alpha0 came out. For now, the amount of detail I can sculpt in 3DC is more than sufficient for my film (full HD). I'm slowly getting tired of people comparing 3DC to ZBrush/Mudbox. The latter two handle surfaces. 3DC Vox3 handles volumes. I would guess volumes are more resource-hungry than surfaces (?). Has anyone used or tested Sensable's "ClayTools". I would love to hear how that compares to 3DC's voxel sculpting. Ondrej
  13. In the pose params, check the "Apply transform to gizmo" checkbox
  14. Hi Chris, try this. This way it works for me, just tested it five minutes ago. Do not use the Lamblight shader, it gives you incorrect information about your selection. Instead use the "Default" shader. You will get coloured information about your selection (rainbow colours). Red means 100% selected. If you get artifacts press shift to smooth. Unselecting with control worked for me... Hope it helps Ondrej
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