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GED

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  1. GED

    Mistborn Vin

    hey chris thanks , Im not entirely sure what you mean, it was supposed to be some sort of super hardened leather as the characters in this book cant protect themselves with metal. as such it has been moulded into interesting shapes, heres the sculpt to show you what I mean. It isnt meant to be like the way current day materials are used, its supposed to be crude and medieval but also hard and stylish but maybe I strayed a little too far from peoples expectations. I will try to take into consideration materials more in future. oh and thanks shapeshifter.
  2. GED

    Mistborn Vin

    Thanks all, hey chris any photo ref you can give to describe the percieved issue? Im really not sure what a leather and fabric armour would look like so i just made it up as i went along, seeing as this is a fantasy character i hoped people would be more forgiving of the less than realistic minor details.
  3. GED

    Mistborn Vin

    thanks! Oh I also used 3dcoat for the retopo so the whole lowpoly of her body and clothing was edited or created in 3dcoat.
  4. This is almost done but I thought I might give 3dcoat a mention cause I used it to do all the small details like stitching and designs on her leather breastplate etc
  5. is there a game engine that runs real time point cloud data? Ive heard of a few in development but never seen one used yet. Otherwise this is going to be a pain in the neck to retopo/texture if you dont do it in a modular fashion and rebuild it in engine.
  6. Aha i found out what happened, cinema 4d exports no uvs if you delete all the materials. Wierd bug with cinema export i guess cause removing materials should not effect uvs at all.
  7. I have just imported an fbx model for per pixel painting and it is invisible, I can see the mouse moving as if it is hitting a surface and when I turn on wireframe the model is there but its invisible. Is this some wierd setting I have some how turned on? or is this a serious bug in 3dc 64bit with cuda 3.19A?
  8. thats a pretty cool sandworm, gotta have a little car next to it to show the scale or something
  9. lol yeah its young cable thanks guys haha, Im working on the body proportions still but havent got much time, quarter to 12pm here and Ive only just got round to making some dinner!
  10. Im busy working on this guy for the comicon contest, using 3dcoat to make the basemesh with autoretopo. Ive come across a problem though, I want to make one arm out of voxels and then duplicate it and flip it to make the other arm and then merge it all with the body, will this work? and if it does will symetry still work?
  11. zbrush has decimation which preserves the shape of the mesh and detailed areas get more polys but it doesnt have any edge flow. hey Im loving autoretopo, Im using it to create basemeshes for high poly sculpts. basically before autoretopo I would do this to make a head sculpt 1. make a generic head using loop modeling or box modelling this can take 5 hours 2. sculpt head for 3 hours now with autoretopo I do this 1.make quick voxel head, 30mins 2. autoretopo head and clean mesh, 30 mins 3. sculpt head fpr 3 hours so I saved about 4 hours of my time attached is an example of a head I made with this method and its only 1.2 million polys so thats not bad for an automesh and all the edge loops follow his face shapes like they should
  12. sorry I forgot I wrote in this thread, yes xnormal is really good, give it a try and if youre still confused look up some tutorials, there are 2 things to consider when baking 1. your uv map is nice and flat and none of the uv islands are overlapping 2. your objects scale is compatible with xnormal. If things come out wierd I always check my scale settings first.
  13. coming along well phil but theres still alot of work to do to make her appealing as a character, you need to not only know anatomy and follow reference but also exaggerate reference and anatomy very subtly when needed for example her eye lids are very thin, make them slighly thicker to create a little shadow above her eye, also add a little shape to to tip of her nose and some slight edges to the pout on her lips and people will most like accept the character as a woman. Ive done you a little paintover, Ive morphed her and painted her to make her more like what I think you are trying to create, hopefully you can see all the differences eg my paintover has a much smaller less pronounced forehead and less bags under the eyes and softer larger cheek bones etc. You dont have to follow my paintover, take it or leave it thats fine with me.
  14. exactly but I didnt know how to phrase it, thanks for your help.
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