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Garagarape sketchbook


Garagarape
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  • 2 weeks later...
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Here is the first pic of a wip wire.

I'm having a hard time with retopo.

The model parts are split into different retopo groups in order to

switch them visibility off and have more comfort while working, but...

Can't snap polygons verts on another group, and I can't find an option

to control backface culling (if I have a polygon on the opposite side of the model,

3dc sometimes refuses to build a quad or a triangle).

Anyway, I'll finish this one for shure, but it's kind of tricky.

I know there is the "Epic" way, by spreading all the parts arround just to make retopo and baking more

accurate, but I like the idea of a polygon model done in one solid block. Patience...

skeksis_13.jpg

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wow!

I don't know how you got to do some parts which are difficult to access...

like the teeth the inside of the mouth...

and also nails also difficult to close.

I always find myself in places like these trying to find solutions without the polys already

that hinder.

sorry my english

++Chris

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I took a few minutes to look at this...

Yes, when polygons are on different layers they will not weld the vertices but that is not a bad thing as you can use it to your advantage by selecting only the polygons from one layer you want to work with on another layer.

Here is the way.

Select the polygons on one layer that you desire to attached to other polygons on another layer.. Whatever the number is, smaller numbers keeps things simpler.

Now move those just those polyons to the layer that you need to join the polygons to...

Attach the polygons. (weld vertices)

Next select the polygons that you moved originally and now move them back to the layer they came from...

They will stay attached even though they are on different layers. Plus if you move a polygon on one layer it will

move the attached polygon on another layer.

This way you still can keep your polygon groups for hiding and unhiding to make retopo easier.

The picture shows what I mean.

I moved two polygons from one layer to another layer and attached them.. (left side of picture)

Next I moved the two polygons back to their own layer. (Right side of picture)

This would work great for tight spots too. as you can use the polygon layer group feature to keep your vertice from trying to weld where you do not want them to weld in tight areas... A lot less vertices trying to grab the one you are moving...

I hope this helps some...

post-518-0-03869300-1341703623_thumb.jpg

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Tony, Chris, Digman,

Thanks!

I tried Digman's way. That works, but it is still tricky and time consuming. I discovered another option thanks to you.

I'll also try the weld stuff Tony talked about after all parts are retopoed.

I think that snapping between different groups would be faster. With one group selected you don't have to fear moving

other group polygons for it is only snap to build new polygons.

Chris, here is a shot about how I retopoed the teeth.

1) surround the tooth base with a cyliner shape.

2) Use the "cap" tool to close the shape, no matter if it don't fit perfectly the tooth shape.

3) add a few edges on the cyliner part with the "split ring" tool

4) Select a whole ring and with the "slide edge" tool make the polygons fit the voxel shape.

skeksis_14.jpg

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Here is the first bake test (occlusion + normal map):

skeksis_15.jpg

Unfortunately it was impossible to bake normal map in 3dCoat. My machine didn't have enough memory, so I exported projected quads and did the baking in Xnormal.

The model is full of stains due to tight angles in the folds... It's no good to bake it all at once, it's very bad to fix the stains problems in Photoshop, but... forgive me,

I'm lazy.

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Just noticed a lot of details have disappeared, like wrinkles and nails.

Its probably better to bake part by part in 3dcoat and recompose the texture in Photoshop, also in order to get rid of those stains.

But no more courgae for today.

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Nice work!

I will never try to model clothes in 3dcoat, again.

I mean, make them very thick and work on them after retopo/projections. (zbrush or blender)

About snapping, problems like the one you mentioned made me learn and use blender instead. (manual retopology)

It sounds weird but it's isn't at all.

As they say, many ways to skin a cat. :rofl:

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You the manual retopo man! and great looking model. That was a lot of work so very sorry to hear about your memory shortage in 3DCoat.

I know when I upgrade my computer, l'm gonna get crazy on the amount of ram I will put into it. Who cares if I use all of it. I just want to have more than enough... Kinda like buying a sports car, you might never drive it at 130 miles an hour but you know you could... :good2:

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Xnormals don't need quads,it handle tris without problem so you are better to use export from voxtree instead of projected quads.

Tri export wil be "exactly" what you have in 3DCoat viewport.

Anyway,the result is already pretty cool tough. :good:

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Thanks for the comments and advices.

I'll try Artman's way as soon as I go back home tonight.

I'm affraid I can't afford blender, but I'm planning to buy ShaderMap2, to add little details

and make the normal map more sharp.

Yeah, I'm dreaming about fast sport car too.

Men, you should have hear the fan noise while my pc was calculating the maps!

I was just crossing fingers and wishing it don't explode. :)

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Here is a cleaned up version of the Skeksis.

The model was too fat to be exported from voxtree

and I spent time baking part by part and fixing little stains in Photoshop.

One silly thing is that I still don't know the limits of my machine when it comes to baking

heavy models. Always crossing fingers and liting a candle in the church, but it is not a very

cartesian way...

skeksis.jpg

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Thank you for the kind words.

It's still not done at all. The character in the movie wears a more

torned and dirty cloth. He is also a bit hairy.

I'll try to add those details and adjust the different textures.

The color, specular, gloss and translucency textures are very wip.

Still a long way to go, but I don't want it to end in an "average" character

+ it is a good opportunity to learn about Marmoset Toolbag.

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Tweaked the specular a bit.

Can't regulate the translucency at all; the nails

turned green, probably because they are a very thin part.

If I reduce the light strength, the effect is lost on other parts though...

I tried to change the texture, without success.

I gave up with skin tone for the moment. He just looked like E.T

when he is sick and laying in the river...

skeksis_17.jpg

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