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Jake_H

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Everything posted by Jake_H

  1. Yup Garagarape I was looking at George Bridgman Some online ref here intersting stuff from pg 14: http://www.scribd.com/doc/4461582/The-Human-Machine-by-George-Brigman His posing and masses in his construction sketches are great to attempt to realise in 3D, as his drawing has very sculptural quality.
  2. OK so not quiet so weekly - I will have to make time this weekend coming to catch up :P A full female figure study based on a bridgman sketch. Same time frame as before - its a little lumpy - and the forms are a rough but what the hey its an exercise in seeing.
  3. Nice looking work Leigh Used to love reading about DR and Quinch bay in the good old 2000AD days
  4. Hi I haven't posted for a while - been busy breaking arms and getting sucked into work stuff- I decided to treat myself and set up a challenge to do a sculpt/sketch a week. Two lunch breaks a week - I think I will be able to manage that and exercise ways of "seeing" in 3DCoat. This weeks submission a portrait sculpt/sketch bassed on Fine art SK street characters reference library. Anyway back to rigging. Jake
  5. Ohhh! Looks like a sketch from Enki bilal 's - immortal, the fat man? Good start
  6. Good to see you posting regularly again Leigh, did you retopo the vox mesh in 3DCoat for integration into Silo then Zbrush?
  7. Hi Short answer YES See Gregs - vid - I have used 3DCoat with Maya to make characters from a voxel base, for a commercial products. These voxel bases were then retopologised in 3D coat, Uvs created in 3DCoat (tweaked in Maya), the voxel surface (normal map) details were baked onto the game mesh (along with some vox material/shaders as a starting point for textures),the poly geo was then painted/textured in 3DCoat along with some tweaking in photoshop - Unfortuantly the work done is under NDA - yay ! So Ia cant show it. Some cool game centric features in 3DCoat Support for PS layers in painting mode. AO baking works ( its a fake AO but if you put in enough lights it looks fine). TEXTURE BLEED - this is a great help if working double in game res (Both on colour,norm ...etc... maps). I do also use a 3DCoat>Zbrush>3DCoat workflow on occasion too (the PSD layer support is winner) Sorry I hadnt seen gregs vids - edit
  8. Cheers Robotbob - its currently at 2979976 triangles. Cheers Tony - I am going to adjust the figure and use classic proportions of the Vitruvian man. Cheers Taros - I am probably going to for an african facial proportions since that what I initially knocked up - but coninuing the sculpt with proper reference. Its funny switching back and forth from ZBrush and 3DCoat - doing similar anatomy studies in both and how different the mediums are - to me the software is the medium. Later
  9. Looong time no post - Anyway a general male anatomy study - I think the head is little big (Or it could be the angle of screengrab/render)- and I need to resolve the back muscles on this guy. Feedback welcome -
  10. Happy Birthday Andrew - belated best wishes
  11. Thanks for the tips- yes that was it - cutting and pasting your notes into my personal mini manual, so I dont forget (again). Cheers AbnRanger.
  12. Hi I remember someone posted a lovely workflow for cleaning up scan data - but for the life of me cannot find on the forum - the tut went through some sort of extrusion of the single sided geo (scan of a face) making a up a thicker voxel wall to work with. Also I wanted ask how to make a voxel surface hollow - I have done it once and cannot remember my process (Duh!) so in effect you end up with a double sided surface with volume. Thanks folks (Forum moderators please move the tread if its in the wrong place)
  13. Quality work as always Tinker - you have a wireframe shot too, just wondering ?
  14. Andrew : You sir are a MACHINE!!! Cheers for the directed auto retopo functionality!
  15. Have a great time demo-ing guys - I hope that Siggraph 2010 goes well for 3D Coat - good luck and happy modeling/sculpting,painting,uv-ing and retopo-ing (in no particular order).
  16. Finished my creature concept sculpt. (seesh that took a while) Will possibly do a paint over of a posed version for my reel - but this one is going no further - its at level 1 of voxel subdivision so could add detail if needed.
  17. Some progession on Charles B - I decided to distract myself by adding a hat and avoided finishing off the face - oh the joys of procrastination :P Hopefully the next post on this dude will be super high res (warts pores, wrinkes and all) and in the finished gallery - need to put him to bed.
  18. Cheers - I tend to go up and down in res (old ZBrush Mudbox workflows die hard) by creating a duplicate at a lower res then move back up in res - ideally want to have his skin pores and minor wrinkles showing up. (Might take him into Zbrush for the extreme details) LJB - How do you avoid seams with sections which are higher res (but suposidly contigueous mesh) than others? I think you had a vid on this? It will get there - hopefully post soon with high res update
  19. Update on Charles Bronson - still working on level 1 for now but will most likely need to get up to level 3or4 res on the final vox.
  20. Hi its been a while since I have posted - Anyway here is my redition of a (once?)famous person. I will finish him off at home at some stage, part of a work mini challenge that I never finished. PS: If you were born in the 1980s or any later then you probably wont have a clue as who he is supposed to be. OOPS I left a clue in the JPG name - damn... Crits welcome
  21. Interesting idea - looks like I will need to keep my animation skills up to date - could be good for previsualisation of high res meshes in a production.
  22. A lunch break sculpt - will see how he goes
  23. Monster sketch. I hope to finish rthis guy off - based on sketch by concept artist Min yum (he is awesome) - I will post Mins sketch once mine is bit closer to his.
  24. Speaking of idiot proof here is the actual image rendered from Octane. Duh!
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