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another Sketchthread!


Markus F.
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Thank You Taros!

Yeah the pants need work :), it's a quick test done with C4Ds Clothmodule.

But i haven't baked the Simulation so it gets badly deformed through the bones.

The whole Rig ist not ready for serious Animation, i really suck at this point i have not enough knowledge in this case.

It's just a simple Ik for Arms and Legs and some Musclebones for the pectos and his back.

For the final Rig i want to do all with joints and weightmaps, and some extras like a armroll Ik, Spline IK and so on.

When, i get it to work! ;)

The Hulk himself is 3D-Coat only, it's based on a merged Retopomesh of my old Hulk.

Later i will go one level higher, to get the Facedetails more crisp.

Thank You artman!

Maybe I do the pants complete in 3d-Coat without Clothsimulation.

I also was thinking about, to give him a shirt like i've seen it on some Artcovers.

Thank You Cube!

A Lowpolyshot!

post-1448-12685124667151_thumb.jpg

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Maybe I do the pants complete in 3d-Coat without Clothsimulation.

I also was thinking about, to give him a shirt like i've seen it on some Artcovers.

Here is a cool trick.

You're gonna like this.

It looks complicated but it takes 3 minutes.

-Use Cut N' Clone on your Hulk thighs to get Pants shape out of it.

-Degrade it and smooth it until it looks like smooth candy pants and not muscly fleshy thighs.

-From voxtree rmb menu use Skin extract feature.

-Cut bottom and upper parts of pants with rectangle selector while holding Ctrl

(you need to have either Carve or sphere brush selected to be able to cut)

-Now turn off Symmetry and use Quadrangulate object feature from voxtree rmb menu(default values are alright)

Now,the fun part. :)

-Select Voxel Cloth Tool.

-Select Pick from Retopo.

-Set Gravity to ZERo.

-Press Subdivide 1x.

-Start simulation.

-Nothing happens...hehe.

But now you can move the fabric around with the brush with realtime cloth dynamics. :)

Careful tough,you need to press End simulation before all the fabric become still again.

.press Enter to merge that result to any empty voxel layer.

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Did trying out your Tip artman, thank you.

It works good so far but performance was a little sluggish ..maybe i have to copy it again to another layer with lower polycount.

Thanks michalis, maybe i put him on a Podest with some Trash around that he has got something to play with :).

Yes to get it sharp isn't so easy.

I'm trying as often as i can to not use the pinchbrush or the movetool for now ..and do sharp details with the thinbrush or sometimes with splineExtrude

It takes longer but it brings me good results.

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Do you mean pinchbrush in surface sculpt mode? I had some nice sharp results using this. OK its not a zbrush crispness, but zb has created a style, I'm not sure if I like this so much. Real crispness comes from real nice drawing IMO. Not from tools. This is a fine model once again. :drinks:

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yes in sufacemode i get pretty good results too, but often i get artefacts after merging the model back to voxlelmode.

But the voxelpinch is not so problematic, for getting some quick specific forms in the model the tool works good.

"Real crispness comes from real nice drawing IMO"

Good point, the better your eye and hand works together, the better your results:)

regards

Markus

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"but often i get artefacts after merging the model back to voxlelmode"

This exactly is the problem, never go back to voxels.

Its like exporting the voxel model to zbrush or something.

So I followed 'Taros advice', subdivided the model jumped to surface mode and finished it.

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  • 2 weeks later...
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I'm a little busy at the moment :).

Start something new it's for an contest on 3D-worxx.com a german CGI Site.

I call it Resignation ...or give up the inner resistance.

Started with a Basemesh, merged it into Voxel and put in the first Details.

Later i'll plan to pose him, as you can see it on the sketch.

Current polycount is 1mil!

regards

Markus

Here a few Shots

post-1448-12696381038319_thumb.jpg

post-1448-1269638117089_thumb.jpg

post-1448-12696381281068_thumb.jpg

post-1448-12696381422197_thumb.jpg

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Marcus its looking really nice. My advice would to be to come out of symmetry on the wrinkles on the belly some details on the back. there is i think a little too much muscle there for the character. The feet look a little to soft/podgy for the overall feel of the model, but you can now whittle stuff down further it feels that currently they are the feet of a much younger person, but like i say details will come. Its a very nice sculpt indeed. Some good work here. Drop his Trousers though (Excuse me) because they detract from a very nice anatomy study.

[EDIT] When i say too much muscle, I mean overall. If you can see ribcage like that then id say there is too much definition in the other areas of the sculpt (Arms, legs) it just seems not to gel.

My two pence. Hope you take it constructively.

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Thanks you, for your critique!

can't work on it at the moment, some other things have more priority.

Hopefully i'll get it finished before the contest ends. :|

@michalis

sadly, i can't call zbrush my own.

It would be cool, if 3d-coat could merge a retopop_model with subdivision hierarchy,

so i could add more details, in surfacesculpt room :)

@ditus

yeah you're right, the feets need a lot of work, i'll keep working on that part.

The back will get some refinement too.

@LJB

i'll plan to turn off symmetry, when increase the resolution.

It's really a heavy challenge for me to sculpt something in pose, but he will get some asymmetry.

"Drop his Trousers though (Excuse me) because they detract from a very nice anatomy study."

-Have to agree with you, without the trousers it looks a little better.

Think i'll make two Versions.

"When i say too much muscle, I mean overall. If you can see ribcage like that then id say

there is too much definition in the other areas of the sculpt (Arms, legs) it just seems not to gel"

-yes find the right balance for the whole Body isn't easy, i'll try to improve it.

As reference for the Body, i was looking more for something like a war prisoner.

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A little update!

I have worked more on the hands and feets.

The other parts still need work too.

I think, for the contest i have to to do a less accurate model to get it finished.

ragards

Markus

post-1448-12707428518643_thumb.jpg

post-1448-12707429212287_thumb.jpg

post-1448-12707432648356_thumb.jpg

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A little update!

I have worked more on the hands and feets.

The other parts still need work too.

I think, for the contest i have to to do a less accurate model to get it finished.

ragards

Markus

I think your "accuracy" issues are well taken care of, :clapping:

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  • 1 year later...
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Hello!

It's, been a while since i have posted here.

So, here are a some quick renderings of a few models i did a while ago, wich i want to share with you.

Most of the models happend very spontaneosly, so there is a lot room for improvements.

But for the moment i try to keep on practising.

Critiques and Comments are always welcome! :)

regards

Markus

post-1448-0-83124200-1310568473_thumb.jppost-1448-0-88770800-1310568497_thumb.jppost-1448-0-34476000-1310568524_thumb.jppost-1448-0-47606000-1310568548_thumb.jppost-1448-0-08807400-1310568559_thumb.jppost-1448-0-63970600-1310568569_thumb.jppost-1448-0-60160000-1310568579_thumb.jp

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Made some Screenshot of the models for better view inside 3DC.

Playning around with my Dukemodel, made him older also changed some details on the Body.

Still not happy with it.

Not sure about the armlength... maybe the upper Arm needs to be longer!?

regards

Markus

post-1448-0-14427400-1310659635_thumb.jppost-1448-0-68120200-1310659654_thumb.jppost-1448-0-98750100-1310659701_thumb.jppost-1448-0-52362500-1310659746_thumb.jp

post-1448-0-33721400-1310659768_thumb.jppost-1448-0-64810200-1310659796_thumb.jppost-1448-0-98268600-1310659818_thumb.jppost-1448-0-95619300-1310659842_thumb.jppost-1448-0-95619300-1310659842_thumb.jppost-1448-0-34863500-1310659860_thumb.jp

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Thank you, Tony Nemo :)

the Eye thing was inspired by Lee Perry Smith and his modelscans.

Somehow it makes the models more alive, don't know :).

But it has also it disadvantages.

I have still no solution for do not losing my baked maps if i want to reconstruct the inside of the eye, same goes for the mouth.

regards

Markus

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In the Retopo room create thin polygons where eyelids and mouth slit occur. Surround them with Edge loops and you can expand them in isolation when you create the cavities in your app of choice. The rest of your UV map will be undisturbed. I would love to hear about a better method but this is what I have done in C4D.

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Hi Tony Nemo, yeah the method with the dense edgeloops is similar to what i've got tried a while ago .

But sometimes i was getting artifacts after merging the mesh.

Starting some tests with "merge selected only" in Retoporoom, but wasn't sucsessfull.

Difficult thing :), seems it is better to model with open mouth and eyelids.

Here is a the testfile of today.

Mouth_doodle.rar

regards

Markus

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Thank you michalis :)

I'll give it a try next time.

I have avoided it before, because i was afraid of getting the jaw right.

you did that well on your last sketch!

regards

Markus

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