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Jake_H

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Everything posted by Jake_H

  1. Hi I am looking for some info that was posted a while back on how 3DC voxel sculpting mode works. I rember reading a while back on that Andrew aproximates/creates/drapes a polygonal surface over the voxel points live while sculpting to represent the final geometry? Can anyone out there verify this is the way 3DC voxel sculpting mode works - I need a quoatable source for my exegesis - I should mail Andrew directly I supose - but I am pretty sure I remember seeing it mentionioned on the forum somewhere. Cheers Jake
  2. Wow this thread has really taken off - I am sorry I havent been following it properly - Anway UI and functionality aside its good to have a free app to introduce people to digital sculpting and mesh editing/mixing. I think for something free to introduce people to the idea (16 year olds and up)I think they are both brillaint apps - once people have thier head around the concept they can then move onto 3Dcoat,Mudbox,Zbrush,Blender,Modo... what-ever. Free is good to start off with and speaking of witch -I am going to be doing a free introduction to digital sculpting workshop in Brisbane using both sculptris and mesh mixer - possibly only using mesh mixer - we will see. Its good to spread the news on the medium.
  3. Wow its a nice little app now - almost all grown up :p Check outthe vid on youtube YouTube MeshMixer05 Meshmixer05 has new tools for mesh reducing, attaching arbitrary meshes, smoothing boundary loops, extrusions, and a bridging/hole tool.
  4. Thanks for the tip - now for some sculptimation
  5. Hi Leigh - its been a while since frequenting the forums here - good work as always, especially like the skull studies as they fall into my own obsessions with bones. Hope I see more soon - PS was the colour horse image rendered from within 3DCoat?
  6. As far as I know you should be able to add your croc skull to a voxel layer, create another voxel layer with your cast shape eg a cube, then right click on your croc skull vox layer and ...subtract from... chose your cube layer then you will have a cube with a hollowed out croc skull. From there you can split your casting shape into two halves. PS. Good luck on your project it sounds interesting.
  7. Cheers Phil, LJB, Lorenzo, Tony and Digman A quick update with a WIP retopo, been busy with other stuff - (dammmit why did I go and get a job so soon after redundancy). LJB- yes I see what you mean LJB - and I have adjusted the base vox to suit - I will still be working the base vox back muscles details while playing about with re-topology. Cheers Jake
  8. Hi Lorenzo - I agree with Michalis on his points regarding your work. Reference is key, even when aproaching modeling monsters or aliens (and other things from your head) one usually bases them form reality. Michalis suggestions regarding blocking out forms with curves and voxel primitives are also a good way to start (kind of like squinting your eye out of focus when figure drawing to see the base forms and not being confused/distracted by the detail)- keep on working on sketches and studies as well as the longer term finished pieces - also dont be afraid to throw something away if it just not working - we all have uninished works on our hard drives, at the same time also try and finsih stuff - good work takes time - (my weaknes is quick sketches - I need to finish some stuff off too). - I look forward to seeing more stuff
  9. An update: Going with the cruder face after all - I reworked it this evening making it more primitive and cruder. I have also blocked out his hands and feet and started looking at his gut. I have been looking at reference of a wierd body building phenomina called roidgut - where the abdomen is distended but still muscled - I wanted a strong mans big belly not just pure fat, it will probably be smaller in the finished version and a little softer looking than it currently is. I am now looking at Mayan reference for final character styling - something slightly Apocolypto with regard to costume.
  10. Blocking out the head features - I am going with the leftmost head style - just need to integrate the head into the body proportions better- adjust the facial proportions - I am aiming semi-realistic; but some features are too fine on my left most head. I dont think that I am going to go creature sculpt with him so the googly eyed head variation on the right will most likely be abandoned.
  11. Hi Just starting a new project - I am modeling up a Fantasy muscled man thing (Troglodyte is my working title for character- I was basin him off of early Urukai/cave troll concept sketchs – I loved the LOR early helmet designs) My aim is to eventually rig this character up aiming to demonstrait knowledge of anatomy, modelling for deformation and quality skinning/rigging in Maya (as well as good texturing – a given) for my reel. Anyway I wanted to post the base 3DCoat sculpt long before I retopo and take into Zbrush for detailing (yes I know I can do it all in 3DCoat - but prefer - Zbrush brushes at higher res levels)- I have started detail blocking in the feet - but I am undecided for his his overall look - BAH!!! techinically I am happy with my brief above ... BUT....I am actualy stuck conceptualy - its yet another big bloke model - kind of hulk-ish (Yawn!)- Was thinking about; perhaps taking it more in line with this guys direction: CGFeedback Caveman Its still early stages yet - and I am not too sure want to go too ape, I suppose I want a well muscled out of shape slob [perhaps a retired urukai - who has served his time for war crimes and now lives a quiet life]. I am also looking at PNG tribal costume -but still undecided. Feedback welcomed Jake
  12. Its final - not in finished section as I have yet to do a 'pretty render' - so if you do have any feedback or suggested changes pleaselet me know. Cheers
  13. Nice work mate !! - Quality bar goes up - good to see its all 3DC too.
  14. Looking good man- definitly a 'wasted lunch break"
  15. An update onthe black male head(variant with short hair)- Still needs more detailing (ears are looking a bit lost and softened)- also need to sort out the neck muscles and add the dreads back in. Anyway - this will probably get into "IT'S FINISHED" section next week. wow 2 posts in two weeks its a record for me...
  16. Thanks Holger - I tend to run two versions of 3DCoat - one at work with the latest rolling beta updates and the home one which is the standard 3.5 - cheers for the tip on the new name for toothpaste brush. Jake
  17. Cheers beging to get the idea now - lots of layers and differring resolutions for more detailed parts, still learning from others stuff - have to play with the tinker greenble method at some stage. Oh yeah what happened to teh toothpaste brush - miss it so... :P
  18. Another facial study (part of my lunch break sketches - I really should kill my other thread): I think its worth finishing off so hopefully I will post a version in the finished gallery.
  19. Hi Robbie We are fine - I live up in the hills in the northern Suburbs - so no damage with us either. It was kind of surreal from my POV, as I watched the majority of the event on TV , (staying at home as instructed), I work in the valley - I think you mentioned you worked in the city - so we only go back on Monday. But yes my heart goes out to those affected by the flooding - Brazil included (sounds very hard core).
  20. Its been ages since I have posted on this forum and on my sketchbook. A little study of ayoung girl in 3Dcoat - for some reason this one just worked. (might detail up her hair, once I finish some other work off) Speaking of other work his is part a of a bigger full body sculpt, based on a painting of a character from Velasques Water Seller of Seville, its in Zbrush but the majority body of the texturing is in 3DCoat, I hope to finish him off in another week or so. More of him can be seen in my WIP and blog section of my new portfolio site here - yay!!! I can say come and look now... as I have cleared out some of the kak. I also need to finish off my anatomy study soon (see previous post - aargh) - damn work :P - I dont know how you guys are so prolific.
  21. Just discovered this thread- HELL of course this cool!!!! Tips from the top Spiraloid - nice work
  22. One of my favourite things is to watch peoples digital sculpts in action. I am working on a project where I want to record my voxel sculpting actions in a video. I have copy of camtasia and I can capture to video all my process and quiet happly create a full blow by blow tut. But I want to only show the sculpt evolving over time(without the brushes or UI being shown), I have had to resort to using Zbrush to get this to work as it has a movie funtion where one can effectively hide ones tools and all Zbrush branding. Wouldnt it be good to have 3Dcoat have a record movie function (good for all non camtasia owners -yes there is a free equivalent) but also a way to artisticly grab just the sculpts development and not the tools and processes?
  23. Nice work as always Lucky_1 - I assume you are the same Lucky as on the ZBrush forums.
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