Garagarape

Garagarape sketchbook

983 posts in this topic

About Xnormals:

Try new export Dense quad mesh option from File menu.

I was able to export a 29mil mesh that would cause "out of memory" issue with other exports.

(problem is there is a good chance that the exported hires scale gets wrong and doesnt match the lowpoly anymore :( ...but maybe you will be lucky.)

Anyway,its not long to test.Much quicker than merging to Ptex.

About Bull-effect:

It seems to me you accidentally activated the Warp tool and pressed enter. :)

Its the only tool that can do this effect.There is absolutely no other possibilities.

About painting...

Import to Perpixel painting,no subdivision is required there.

Use a normal map as a guide.

Hope that helps.

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Those little holes, I don't know where they do come from.

Do these holes follow the re-topo wireframe pattern? Or even better a subdivided version of it?

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Artman, Michalis,

Thank you for your help.

I found out where the problem came from.

Two triangles located inside the mesh

on the symmetry line of the low mesh.

I probably built them during the retopo

without noticing the error.

render_bug.jpg

What is surprising is that the high poly made with

"Merge with Ptex" had the same holes on it.

That means that the exported high model is not made

only out of the voxel sculpt, but is an average mesh

calculated between the voxel structure and the low model

used in retopo?

I should have check the low model before crying :)

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Little update,

I refined the horse legs

and the whole shape in order to lower the heavy feel.

Now it's painting time.

Tried to tweak the specular channel without success

(imported from a .tga file).

Will try to find a tutorial about it tomorrow.

oil_horse.jpg

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Sculpt is looking really good. I never could figure out how to change spec. either. Let me know if you do!

Greg

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What is surprising is that the high poly made with

"Merge with Ptex" had the same holes on it.

That means that the exported high model is not made

only out of the voxel sculpt, but is an average mesh

calculated between the voxel structure and the low model

used in retopo?

The high poly made with "Merge with Ptex" is your retopo mesh displaced...so if there is hole in lowpoly there will still be in the highpoly. :)

About specularity.

I suspect there is a layer that still has a specular channel filled(probably the "colour"layer).

Right click on all your layers expect the specular one and use "Remove specularity".

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About specularity.

I suspect there is a layer that still has a specular channel filled(probably the "colour"layer).

Right click on all your layers expect the specular one and use "Remove specularity".

Artman, you've come to the rescue so many times, you deserve a cape and costume with an "S" on it! :D

Thanks!

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Artman, you've come to the rescue so many times, you deserve a cape and costume with an "S" on it! :D

Thanks!

Yes, That's true. It is really appreciable to have your help.

It would have taken so much time to gather this knowledge on our own.

Thanks "Senpai" :)

I'll check each layer tonight when back home.

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Artman,

Ok. I removed the specularity on each channel.

But still I can't lower specularity strength changing opacity

or depth on layer. Well, I guess it is more a paint room than a viewer

and there is still the solution consisting in changing the texture itself.

I damaged my neck while playing rugby. Can't focus on my work for more

than 10 minutes. It is just like torture.

Forgive me for that silly pic:

ugly_horse.jpg

I'll be back with a painted horse (not green this time)

As soon as possible.

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Dont use opacity from "Layers Tab",to tone down specular layer you must use 2 settings in "Blending tab".

Specularity Contrast And Specular Brightness.

Use negative values.

You must enter them with keyboard, the slider does not go to negative.

For Brightness tweak between 0 and - 150

but for contrast its very violent use tiny tiny increments

between 0 and - 0.5.

...You are playing rugby in japan? :blink:

Good luck with your neck. :)

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Started to paint it a bit.

Artman > Thanks a lot for your advices. It works!

Rugby is a really cool sport. I play with

a team, here in Kawasaki on week-ends.

May be I'm too old for that now.

Lets focus on 3d-coat :)

horse_paint1.jpg

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Little update.

First time painting in 3d-coat.

I'm so happy with it.

Paint on cavity is so handy!

horse_paint2.jpg

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Looking beautiful. I really like the topology too - nice, simple and clean! Going to add a saddle or anything else, or is this a range horse?

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Thanks Greg!

I will try to make it as real as possible,

but may be without accessories.

Though I don't know how to do it in 3dc,

I need to make a background like Michalis did for his statutes.

Also need to improve rigging skills. I'll try to make this horse

more alive by giving it a nice pose (but not using the pose tool).

Then when it will be done, I'd like to try hard surface modeling

or may be a monster like those in DragonAge.

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Little update.

Still need to work on texture;

I didn't manage to get slightly blue reflects

with the specular. It seems that 3dc considers the texture as a greyscaled one (?!).

Also tried to import Photoshop brushes, and regulate transparency ("P" and "O").

Couldn't load anything exept .obj. Transparency settings did work only four

the top basic brushes.

Anyway, painting in 3dc is quite fun.

horse_paint3.jpg

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Ok, lets say the texture is done.

Previous version was a little too dark.

I'll put a jar or something in front of the tail

in order to hide the non-alpha masked hair.

Now rigging & skinning time. It will probably take a month for I'm not used to do it.

Then I'll probably add a simple scenery behind, with a round big Celtic shield and a spear).

horse_paint4.jpg

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May be that's still a bit too dark.

I wonder if the occlusion map is too strong too.

I intend to make a "wild" horse more than those

you can find in races (wich are very clean), but still

there is something weird with it. Too much details or

color value on the back and belly? Or the bright area

on the upper parts look like a strange light effect.

I'll try to change this during the week-end.

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really nice, nothing to say.

it's nicelly perfect.

not totally realistic and it's what i like;)

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BeatKitano > Thank you for the crits. You precisely pointed out the problem

I was unable to figure out (sorry for my poor English).

No problem. I want to make progress, so just charge me :)

Let's soften those too strong dirty details.

I'll have fun with dirty details when sculpting a Monster

(A "Goblin challenge" just started with my workmates).

Blackant Master > Thanks! Yes, some may like the "figurine" touch.

Could be a "Schleich" figurine or something.

I'll try to go a little further though.

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Ok, I'll call this guy done.

Thank you for all the advices and crits.

voxhorse.jpg

I wish I had time for a nice presentation.

May use the model in a big medieval scenery someday.

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Having a hard time trying to rig the horsie.

It is an exercise I've been avoiding for years,

and I don't have enough knowledge to choose the right way.

All those constrains, parent-children relations, IK handles,

they're driving me mad.

I know it has nothing to do with 3D-Coat, but any help or good

tutorial link would be welcome.

Well, lets go back to brain torture :)

rig_horse.jpg

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I'm enjoying this thread so much. Besides modeling a nice horse I can see you're a fun person (those WIP images made me laugh). For rigging you might want to use the anzovin plugin that has a modular system for rigging newbies like me :)

But the Fahrenheit rigging tutorials are also very cool. check them out.

Peace!

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Bantu, Thanks!

Glad you enjoyed the thread.

The plugin and tutorials look very cool.

First I have to save money though.

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Just started a sculpt for the "goblin challenge".

30 minutes sculpt, still very rough.

goblin1.jpg

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Looking good for a 30 minute sculpt! Keep posting progress -

Greg

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