Contributor LJB Posted October 3, 2011 Author Contributor Report Share Posted October 3, 2011 Cheers Phizter, Your right, I got lazy on the cloth to generate the turntable. I will go back and take a closer look with some reference. Quote Link to comment Share on other sites More sharing options...
Contributor LJB Posted October 3, 2011 Author Contributor Report Share Posted October 3, 2011 ARRRRGHHHH................... All morning to install printer!!! God bless you microsoft you A*S&H$%*S! Seriously really Its a kodak printer i have wasted half a day! I'll have some updates on this guy tonight then. Quote Link to comment Share on other sites More sharing options...
Member alan f Posted October 4, 2011 Member Report Share Posted October 4, 2011 awesome work again Leigh. That turnable came out nice. I know you are still working a lot of areas, but I can already see strong this character will be. Very pleasing to the eye. You said this will be for a fps? For mobile or something? Just wondering. Also, thanks for the feedback earlier. I agree with you. I think the cloth on my character is just to real and that was my intent..haha. It was just a study, but I kinda felt and knew that type of cloth would not work for game. I've been spending a lot of time hardsurface modeling lately, haven't done much character stuff in about a couple of months. So I kinda like to see your character work to re-vamp my motivation and energy. Quote Link to comment Share on other sites More sharing options...
Contributor LJB Posted October 4, 2011 Author Contributor Report Share Posted October 4, 2011 Update on waxed jacket. Quote Link to comment Share on other sites More sharing options...
Contributor LJB Posted October 4, 2011 Author Contributor Report Share Posted October 4, 2011 Hey Alan Sorry i missed that last post. Its a Showcase FPS Demo for myself and Mental Fish so I'm trying to work as tight as possible. PC based. Im Trying desperately to avoid the rigidity I see in many of this type of model, I think im getting it but Ive been working on this now for 20+ hours, So I'm getting a bit blind to it. I Need to take closer look at the Leg material and Work those folds correctly, Still lots to do here. Quote Link to comment Share on other sites More sharing options...
Contributor LJB Posted October 4, 2011 Author Contributor Report Share Posted October 4, 2011 Last update of the evening - Quote Link to comment Share on other sites More sharing options...
Member alan f Posted October 5, 2011 Member Report Share Posted October 5, 2011 Hey Leigh, thanks for sharing. The update is looking nice. I know what you mean after working on a project for a while you start going blind to it. The only thing that is bothering me is the cloth, not that it looks wrong, just looking a little too bumpy. I'm not sure if you have worked on those areas or not. I'm pointing out to the pants and longsleeve. In my view, the cloth doesnt look bumpy on the turnable you uploaded before. I like to use the planar or flatten brush in Zbrush to establish some planes to help break the bumpiness. Is there something similar in 3d coat? Quote Link to comment Share on other sites More sharing options...
Contributor LJB Posted October 5, 2011 Author Contributor Report Share Posted October 5, 2011 Im trying to give that Waxed canvas feel Its perhaps too strong, A different shader might help me here Quote Link to comment Share on other sites More sharing options...
Contributor LJB Posted October 13, 2011 Author Contributor Report Share Posted October 13, 2011 I wanted to give a little update as to my current findings here. I have most definitely taken things as far as i can take them with this sculpt (in 3DC) making little to no progress further than the image before. I have tried various things to 'Go Further' but the pipeline becomes too disjointed for me to wish to continue. My first issue is if i work something this detailed i need to be able to stay in this software to complete the project and my system is already stressed with this file as is. going further takes things to un manageable polycounts, and projection of details to ordered topology just isn't tidy enough for me in 3DC. So first wall. I may try a little test using the normal map for detail but Im not sure this will offer the finite detail i want here. Second issue is LC Tools. I changed my mind initially ( After reading that James E had used these tools successfully on a project) and spent much time detailing this guy using LC crease but in the end the system chugged so much I started to get errors (Mesh explosions) and saving work yielded broken files so I soon got fed up of trying this. No Holes though so progress in that area. Stability and saving is letting this down for me currently. So moving forward i take each of the pieces into ZB and work on 3dc retopologised pieces after projecting details down. Im not liking the Dense quad export workflow too many little pinches for my taste. I will bring him back for texturing in coat but thats a little way off just now. Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted October 13, 2011 Report Share Posted October 13, 2011 I got quite far with last project (the ara ang one) but unfortunately was not able to finish it due to a bug in the exporting of displacements. Hopefully that bug will get fixed and I'll be able to finish it up in LightWave. Up to that point though I was pretty happy and got as much detail as I wanted without needing to leave 3DC. I will say about the LC tools, they look pretty good now but it is sometimes a little hard to figure out what the workflow should be. Quote Link to comment Share on other sites More sharing options...
Advanced Member michalis Posted October 13, 2011 Advanced Member Report Share Posted October 13, 2011 Great work, excellent so far!!! Im not liking the Dense quad export workflow too many little pinches for my taste. hmm, at least I'm not alone on this. You probably know about the hidden alternative smoothing tool in zb. Quote Link to comment Share on other sites More sharing options...
Member Phizter Posted October 13, 2011 Member Report Share Posted October 13, 2011 I have most definitely taken things as far as i can take them with this sculpt in 3DC. And that, I might add, is pretty far. Very nice work sir! The fabric is looking quite convincing now. Looking forward to see him when he returns from ZBrush. Quote Link to comment Share on other sites More sharing options...
Member marupura Posted October 13, 2011 Member Report Share Posted October 13, 2011 awesome work It is very complicated! I do not have the confidence which can control a thing like this... Quote Link to comment Share on other sites More sharing options...
Member alan f Posted October 14, 2011 Member Report Share Posted October 14, 2011 Nice to hear what you are doing with your pipeline Leigh. Is your problem mainly because the voxel detail needed for your final normal map is just not stable? Too much trouble huh? It would be nice to see your zbrush progress as well. Thanks for sharing. Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted October 14, 2011 Report Share Posted October 14, 2011 I still never understood why all of the detail has to be done in geometry. Quote Link to comment Share on other sites More sharing options...
Advanced Member L'Ancien Regime Posted October 14, 2011 Advanced Member Report Share Posted October 14, 2011 Great work, excellent so far!!! hmm, at least I'm not alone on this. You probably know about the hidden alternative smoothing tool in zb. No where is that? Quote Link to comment Share on other sites More sharing options...
Contributor LJB Posted October 16, 2011 Author Contributor Report Share Posted October 16, 2011 Release shift after you begin your smoothing stroke and it activates a hidden algorithm, and Michallis i just forgot about it thanks for reminding me. Quote Link to comment Share on other sites More sharing options...
Contributor LJB Posted October 16, 2011 Author Contributor Report Share Posted October 16, 2011 hmmm msql errors while posting again what a pain Quote Link to comment Share on other sites More sharing options...
Advanced Member jedwards Posted October 16, 2011 Advanced Member Report Share Posted October 16, 2011 Hey Leigh, nice work on this so far! In regard to your performance issues I'd be curious to see how you break down your sculpt into manageable chunks. In my limited liveclay testing I've tended to stick with smaller sculpt layers, no different than how I would with pure voxels. This always worked best for me for performance prior to live clay so I stuck with it. I'm pretty obsessive with building up large shapes and then breaking off pieces for detailing - probably too much in fact, but it does seem to reduce my problems with performance and stability and gives cleaner bakes in the end, which is all that matters I guess. I can see where you've done that in your last image as well as areas where I would have broken things down even further. I tend to break stuff apart even at clothing seams and overlapping materials as I go. Sometimes I think it's overkill but it does seem to help. Ultimately I think zbrush is still going to give the best performance for managing large, dense object sets. Thats just one of the huge advantages zb will continue to have over the hardware dependent sculpting programs. Llooking forward to seeing the final! James Quote Link to comment Share on other sites More sharing options...
Contributor LJB Posted October 16, 2011 Author Contributor Report Share Posted October 16, 2011 Michallis a better option for me is to Import the Highres dense Quad output and group split for subtools then Dynamesh with projection for More optimal Ordered quads. Problem solved Thanks for posting all your findings in the zb4r2 thread. Made think. Quote Link to comment Share on other sites More sharing options...
Contributor LJB Posted October 16, 2011 Author Contributor Report Share Posted October 16, 2011 @Jedwards Thanks. For me I like the sculpting, Too much breakup and i feel im just moving pieces around. In ZBrush I will probably break it up a lot more because thats the more conventional approach. and Yes Perfomance is MUCH better for me there. Im leaving LC alone for time being until bugs are ironed out. Quote Link to comment Share on other sites More sharing options...
Advanced Member kay_Eva Posted October 16, 2011 Advanced Member Report Share Posted October 16, 2011 Hey Leigh, nice work on this so far! In regard to your performance issues I'd be curious to see how you break down your sculpt into manageable chunks. In my limited liveclay testing I've tended to stick with smaller sculpt layers, no different than how I would with pure voxels. This always worked best for me for performance prior to live clay so I stuck with it. I'm pretty obsessive with building up large shapes and then breaking off pieces for detailing - probably too much in fact, but it does seem to reduce my problems with performance and stability and gives cleaner bakes in the end, which is all that matters I guess. I can see where you've done that in your last image as well as areas where I would have broken things down even further. I tend to break stuff apart even at clothing seams and overlapping materials as I go. Sometimes I think it's overkill but it does seem to help. Yes I was going to say this too. In 3dCoat I break all sorts of things down. Like Eyelids for example. I found it really hard to sculpt the eyelid in voxels without smooshing everything so I started giving it it's own layer. I used to hate the idea of seperating the head from the body in order to add detail but once I discovered the Merge all Visible command, it has become second nature to attach an ear as a sublayer of the Head layer, so that I can increase detail of the face without forcing the ears to also increase in resolution. And then when I want to see what it looks like completely connected, I can just choose a blank layer and use the merge all visible command. In this way I feel like I'm cheating gravity. Not that I'm nearly skilled enough to give anyone good advice, I will just follow up on what I THINK jedwards was saying. Looking at your model I would have each one of those pockets on a different layer, I would have Belts or Buttons or Collars, etc in their own layer too. So that they can be much higher res than the rest of the clothes. Then once I would want to combine them, even just for a quick autotopo test, I would Merge all visible in an empty layer, and hide the other well organized and labeled layers. So if things don't look right, just delete the merged layer and continue on with the Modular Voxel layers approach. Don't like the position of a pocket? Just move it as a layer. Quote Link to comment Share on other sites More sharing options...
Contributor LJB Posted October 17, 2011 Author Contributor Report Share Posted October 17, 2011 He is actually in quite a few pieces already . First ZB Update for you. Hope you like. Quote Link to comment Share on other sites More sharing options...
Contributor LJB Posted October 18, 2011 Author Contributor Report Share Posted October 18, 2011 Another ZB update - Quote Link to comment Share on other sites More sharing options...
Contributor LJB Posted October 18, 2011 Author Contributor Report Share Posted October 18, 2011 Finally gave the hands some love. I love the new Dynamesh its a Godsend for establishing fingers on a sculpt. Quote Link to comment Share on other sites More sharing options...
Contributor LJB Posted October 18, 2011 Author Contributor Report Share Posted October 18, 2011 Nice update, makes me wish we had a proper trimdynamic/polish brush in 3dcoat, particularly the alternate mode (raising surface at the sample level). Establishing planes really helps sell the volume, the addition of claypolish in the dynamesh pipeline made me realize that, and the clothes folds in your character demonstrate that point nicely: it was slushy/muddy and now it looks like a real waxy fabric. Yup 3dc Chisel dont work at all correctly. zb h polish is perfect for cloth cos you can pick multiple angle planes quickly with ease. Id like to say a voxel/Dynamesh workflow is perfect but Dynamesh scale is Tricky to balance against Voxel volume resolution. you would have to bring the item into ZB and scale up to maintain a perfect Projected Detail on the smaller pieces of the model. Quote Link to comment Share on other sites More sharing options...
Contributor LJB Posted October 18, 2011 Author Contributor Report Share Posted October 18, 2011 Last update of the evening - Im happy with the way he's going and finding the love for ZB again. [edit] Updated image -[edit] Quote Link to comment Share on other sites More sharing options...
Member alan f Posted October 19, 2011 Member Report Share Posted October 19, 2011 awesome work Leigh. very inspirational too. I'm liking how this character has progressed. Did you seperate everything in 3d coat with the copy tool and just import everything as subtools in zbrush? Just wondering. My only crit is perhaps a little more weight on those larger pouches on the left with the mags. Its nothing big. Quote Link to comment Share on other sites More sharing options...
Contributor LJB Posted October 19, 2011 Author Contributor Report Share Posted October 19, 2011 Thanks Alan. All the pouches were separate volumes already so all you do is File/export/dense quads, then load in ZB and group split to create your subtool geometry. Quote Link to comment Share on other sites More sharing options...
Contributor LJB Posted October 19, 2011 Author Contributor Report Share Posted October 19, 2011 Thanks for Comments Beats if you mean the little blobs and streaks of voxels that you get Moving things around, its quicker to select main volume in ZB and delete hidden. Quote Link to comment Share on other sites More sharing options...
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