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Garagarape sketchbook


Garagarape
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:) Yes, their blacksmith won't carve leaves on a shield.

Do they have blacksmith? I must read Tolkien once more

to get hints. But you're right, it is more a war loot.

That's what I like with goblins; they pick-up things

belonging to different styles and the result dangerously oscillate

between Baroque and bad taste.

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Little update.

I tried to make the goblin helmet out of primitives

directly in 3d-coat. It took... two hours.

May be more training is needed.

I'm planning to add few details on it and then

put a torn cloak on his shoulders.

The difficulty will be to keep parts of the back

visible. Don't want all the muscles to disappear.

goblin13.jpg

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Ok, that's a bit sad but I'm running out of memory

at about 12 millions. PC is really lame so I guess

I have to give up with the cloak idea.

It is a bit too late, but I understand that it is

better to start working on all parts and increase the detail

level on each part little by little simultaneously

than finishing parts one by one and getting out of memory like that.

Even a simple cloak would have been cool, but it seems difficult now.

After fixing too rough legs and hands, I'll call this one done

and go retopo.

goblin_sculpt.jpg

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BeatKitano, thanks!

Yes may be that would work, but then

you have to bake normal and occlusion map separately too, no?

I wonder if I'm patient enough to do that. I want to have a try.

After having merged the low, you still have to make a baking

with the entire voxel sculpt, no? Or do you bake separately each part?

Anyway, I have to try your work-flow to improve. Let's try it!

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There's something very strange happening with my pc.

Even with a 3 millions poly file, after working for a while

3d-coat performances starts to get low. Even if I do nothing,

for example, open the file just have a look at the model(camera navigation is smooth then),

go for a coffee and come back in front of the pc after 10 minutes, everything is slow just as

if PC is k.o by memory leak.

In the end, the application freezes and I have no choice but restarting the pc (can't even go out of 3dc).

I actually work on a brand new pc (windows 7) with 3.5.5B version (64bit), but it also happened with 3.5.3.

What is weird is that it really didn't happened before yesterday even with much more

heavy files. I just can't see what is the problem. There's not even the typical fan acceleration sound

when you ask your graphic card too much effort. Do you have a hint?

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Thanks! It seems that it's not a problem with the amount of "polygons"

(always strange to talk about polygons in voxel room).

As long as I don't use pose or transform tool there's no crash (?).

Yes X-normal is cool. I wanted to do all in 3d-coat this time, but that's an option.

Thank you for your support. My knees were quite shaking this time. I thought something

really bad happened in my pc :)

Last version of the goblin with a rough cloack:

goblin14.jpg

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Hey BeatKitano!

Of course you're right. His arm is torn like a pig tail. Shame on me!

I asked my wife to take a pic of my own arm and started to rebuild the goblin one with it.

The thumb position is more natural like that, may be:

goblin16.jpg

Thanks for watching.

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It's definetely better, but not quite there, watch the twist of your two bones in forearm, observe how they deform the enveloppe, that's the key to get it, right there. When looking at your own arm in that pose, try to imagine the silhouette of your arm in the different angles.

I tried to help a bit there, but without the 3d model I'm sucky at explaining.

paintovgob.gif

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Nice demo! The triceps definitely rotates to the rear. But If the goblin was a North American, the crow and raven were revered for wisdom (and good omens). The Medieval European was not a nature lover and scavenger birds were associated with death. I must confess my Cherokee grandma trumps my European ancestors in this regard. Ravens live for fifty years in the wild and I think they have a sense of humor.

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BeatKitano, Tony Nemo,

Thanks. The problem is that... when I look my own arm,

it is too fat and I can't see what's happening with bones

and tendons. Must start a diet :)

Anyway, thank you for the shot and the story about Raven's meaning in different culture.

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Ok, it is not perfect but I call this sculpt done.

No raven on the back, armor parts on the legs or skull on the pedestal.

A raven would break the "horn silhouette". For other details, let's just say laziness won.

The retopo's going to be tricky, especially for the cloak-back junction.

goblin17.jpg

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You retopo-ed all the interior of the mouth. Is there a tip here or just patience. I had a lot of problems in the past. Can I hide parts of topology and - or parts of voxels same time?

Please try my new shader for this head, you may have fun with the results.

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Michalis > It is just patience.

There are lot of difficult parts where it's uneasy to move camera

and also hard to snap retopo polys. Yes, hiding voxel sculpt parts

to make retopo easier would be nice. Still I haven't tried it yet.

I'll have a look at your shader tonight when back home. Thanks!

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Looking Sweet. I have questions, You went to a lot of trouble with the retopology, are you using him as an excersize? I only ask because he is posed and therefore unsymetrical, leading to much much work. I have no Crit on retopology its very tidy indeed so far but my question is mainly Why so in depth if your putting him through for painting alone? I guess there are a few very tricky areas. Im enjoying your goblin very much.

@Michallis, Have you tried a 3d connexion device? That would be a big tip for retopology of those tricky areas, used in conjunction with the rotate around current pick point its super intuitive for both retopolgy and painting navigation. Makes this operation so much quicker.;)

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LJB > Thanks! Yes it is an exercise (but also a contest with work-mates).

You are right, there was no need to sculpt too much detail as the bump

in paint room is enough for veins and stuff like that.

Voxel sculpt is so fun. I didn't think enough about retopo problems

while sculpting. Now If I had more time I would have retopoed part by part.

No time to put bones in him, skin and pose, so I chose to make a kind

of figure of it from the start.

Don't know if it will be ok in the end though.

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If you could add some detailed comments, difficulties you had having to deal with a multi parts object and baking, this could be a legend of all tutorials about 3dc. And for one more reason, that its a fine sculpted object. :clapping:

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Michalis, Thanks!

It was a single part sculpt when I begun retopo as I merged all in one object.

To tell you the truth, I don't have special tricks except those you, Artman and BeatKitano

taught me.

My first weapon was patience for this goblin. Had a hard time with retopo because I

needed to move the camera into very tight places (junction between cloak and back was hell...).

Sometimes I found that camera zoom is too fast to focus precisely on small parts.

For baking I try to respect a rule that you can find in any tutorials about

normal maps baking; wich is no angle "sharper" than 45 degrees. I'm sure you already know about it.

I'm under the impression that 3d-coats manages to deal with quite sharps angles though.

It would be nice to know what is the difference between 3d-coats baking and the one used in X-normals (wider cage or something like that?).

Oh, I also try to keep a good balance between the islands numbers and the texture distortion problem

when you don't have enough. As you can see, nothing special. Hope I can help someday. I need to improve first.

See you!

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Of course, for sharp angles you can always use a smooth-blur brush and delete normal map there. You don't need normals for so sharp edges.

So you merged everything, I'm wondering how you'll manage to paint it. When this will be imported to another app-render with some smooth subdivision (catmull clark) you'll may be experience color bleeding.

Is it possible to paint on individual UVs and have the whole project in paint room? How?

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