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Ratchet

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Posts posted by Ratchet

  1. Well,

    Does anyone knows if theres is some tutorial for the latest tool on Beta : Clay Tool ?

    I only succed using it to Add/cut with region tools ??

    Is there a way to sue it with standard pens ?

    Some tutorial on from beginning on how to use it , would be helpfull :)

    No i re installed the latest i 3.5.25, with english menus that time, and the Clay tool works really well in voxel mode :)

    When you add volume you don't have the vertex big deformations like it was before : now that's toltal freedom with this tool and the fast Objects ADD/CUT !

    Just great, and thanks again for this amazing tool :)

  2. Well,

    Does anyone knows if theres is some tutorial for the latest tool on Beta : Clay Tool ?

    I only succed using it to Add/cut with region tools ??

    Is there a way to sue it with standard pens ?

    Some tutorial on from beginning on how to use it , would be helpfull :)

  3. If you could upload a link to a Screencast video showing exactly what happened, we could understand the problem more accurately. You can use the free version of Jing with the free Screencast account to produce the recording.

    Thanks,

    Greg Smith

    In fact all pens tools don't work, only region selection (square, circle, polygon region etc ...) work with Clay. that's all as simple as that.

    Perhaps i didn't undertsood and the tool can't work with Standard pencils ?

    Ill' try to reinstall perhaps to retry ?

    Does anyone use Clay tool with pencils ?

  4. In fact their new Dynamesh feature looks a lot like the latest Clay tool of 3D Coat.

    Its like putting clay anywhere on the mesh or cutting it as you want with no constraint at all.

    Where 3D coat is better , is that you can really put anywhere in space the voxels, in Zbrush with Dynamesh, the Clay

    you put or cut must stay on the base mesh, you can't put clay somewhere else on the space !

    I think Next Step for Zbrush will be a better Retopology tools perhaps ?

    And next evolution why not could be to integrate low poly modeling tools , even if Zbrush with shadowbix and 3D Coat allow doing

    substraction on volumes, perhaps one of them will bring "real" low poly modeling tools that you could mix with actual Sculpt product ?

    For example you do some retopology on the character , than you could cut/extrude surface to make solid armor and complex hard surfaces.

    Caus precise hard surfaces can take a long time to make using sculpting tools : base sculpting, refining the mesh, refining the surface,

    refining again ...

    Blender do that, but it is too much slow for scultping and far away behind in termes of tools compared to 3D coat or Zbrush.

  5. Yes, iPhone games can make a fortune... but Android is coming along nicely, theres also a Marketplace which is good.

    I think the strong red with the bright green in the soldier texture is generally not a good choice. The red-stuff should be leather clothing of some sort (gray, maybe a little brownish). If the soldier only look good in the dark thats not right. ;)

    For the soldier, it's a model contribution for people using A8 game studio :)

    They have all files, if they prefer dark tones, they have just to change texture color (it's very easy in Gimp 2 to change color only).

    In fact it rendered very darker even with lights, i think i put too much lightening under 3D Coat !

    Yeah for Android, the way to go for indies seems to be Shiva, caus Unity have only a pro version that is too much expensive !

    But if you have the money, why not Unity for Android !

    And yes games can be made lot more fast due thats it's not next gen quality and quantity work.

    Dungeon Hunter on Iphone, i think it still the best action RPG similar to Diablo on Iphone !

    Very very good good this one !

  6. RPG for Iphone... sounds fun :D

    Are you also making the animations?

    I'm also working on a lot of low-poly and game related stuff for an RPG game in Flash/PC but its actually an isometric game... :)

    Yeah rigging and animation under Blender. For low polygons the rigging is pretty fast and simple, you have to select the good vertex.

    In fact it's a prototyping game. I'm not expert hand painting , so i practiced these days how to make cartoon texture without putting too much volume and tilling simple diffuse textures under 3D Coat (that is great for that) .

    Low poly models are always fun to make :) !

    For the style i've been inspired by TorchLight game and a user game made with Unity (pics below) :

    prpgunity01.jpg

    Dark_Ranger_Render_01.png

    A way to go can be to make them in 3D Coat and bake normal map on a Retopo in Low poly mode ! i will try if 3D Coat for Low poly

    gives good visual results ?

    I'm prototyping under a Windows 3D engine to run the game. For Iphone i will need an engine supporting it and a Mac , lot of money to invest :( !

    For the engine i will decide to go with Unity or Shiva 3D.

  7. But i agree the pinch tool in Voxel Mode , i use it rarelly caus i reach what i want i another ways.

    I agree if we would have some new Brushes for Hard Edges in 3D Coat (perhaps some inpired by Zbrush like Flatten Finish and some others).

    Another tool , could be flatten tool , but along a curve or a path (like curve tool) !

    Or flatten some size along a cruve or a path , i think it could be usefull also.

    For the sword anyone using a good resolution on voxels can do it easily if he knows the good tools !

  8. In fact for hard surface, you sometimes need some good voxel resolution also.

    Some tools like Hide and delete Hidden Voxels are very usefull.

    For example by using the select polygon area Pen Or any other like Bezier curve region selection ; that sort of things in combination with With Hide voxels allow you to create good hard surfaces.

    If it's a simple edge in a surface, use extrude along a path some Shape simply.

    You have the Plane tool , very usefull, in combination with Hidding voxel, you can make plane only the area you want.

    There are lot of ways , just try them :)

    Be carefull , sometimes to have good results on edges you will need good resolution on voxels that can be too slow with 3D Coat (already very discussed problem) !

    An example of Using the Hide Tool :

    (We can see that to have precise hard surface, we neeed a hight resolution, not the basic you can sse in the picture below)

    hidetool.jpg

    After using a basic sphere with some better resolution (10 Mb) and using the Hide tool you can see that edges becomes lot more precise and hard, it becomes

    a matter of voxel resolution also :

    hidetool2.jpg

    And finnaly by using the curve selection pen with the Hide Voxel and Delete Hidden Voxel tools you can do things like this :

    hidetool3.jpg

    I think it's some things like this you wanted to make ;) ?

    The remaining problem is to make the edeges lot more precise without any jerks you need to increase one more time resolution and it remains 3D Coat main problem in fact.

    Another great way is to switch to surface mode , in this mode hard surface making is lot more better result than in voxel mode.

    Be carefull when going back to voxels, sometimes you loose the initial voxel resolution of the model !!

  9. Just some points :

    For Zbrush, sorry im' not against them at all, it's a good innovative company that have launched a new way of modeling :)

    Each NEW VERISON version is FREE, you don't have to pay for it , there are not lot of companies doing that !

    And sorry but the 3.5 and version 4 have brought a bunch of big new things like ZSpehere 2 (a little like Voxels) and Shadow Box !

    And you don't pay for that !

    Well, yes we all would like 3D Coat to be as fast as Zbrush, but the problem is pure Voxels use, CPU and memory use are intensive once use increase voxel resolution.

    The best solution i see for now is purely based on sculptris :

    Possibility to have detailled zones and non detailled zones on a same mesh : like Sculptris some parts would have lot of polygons and less on other parts of the same mesh. And a tool brush like in sculptris to reduce polygons on the mesh anywhere we want.

    I think this could help A LOT in performance, caus why having lot of triangles on basic simple surfaces ?

  10. Well some sort of futurist soldier done with some Killzone 2 inspiration.

    I didn't gonna very far in detail or design study, i just kept the basic ideas and shapes mainly.

    I used a lot the curve tool, to create volume or cavity along a path.

    If i have free time , i will retopology it for real time and texture it ?

    It was mainly for a game in the style of Shadow Complex on XBOX 360.

    Low Poly version (animated also on Blender) !

    soldierfinalfront.jpg

    soldierfinalback.jpg

    Voxel version :

    futuristsoldier2.jpg

    futuristsoldier.jpg

    Yes 3D COAT Really rocks!

  11. Well , when sculpting in Voxel mode :

    If we add an Object with the Add button, we can subdivide the object if needed before

    it becomes voxels !

    The problem is that when we press "Enter" to make it Voxels, the resolution seems to be the

    Low resolution each time !

    Is there a way to choose the resolution at beginning, not after ?

    Or have i missed a button/option somewhere ?

  12. Maybe I am not understanding something right about what you say in exporting a model in mirror or symmetry mode. I do not export a model while in that mode. Under the retopo tool menu, select apply symmetry.

    Next turn symmetry off and then export your whole model. No need to mirror and weld vertices in another application. Sorry if I misunderstood what you said...

    My workflow is that has I retopo, at different stages I will apply symmetry,(binds your symmetrical halves together.) then I turn symmetry off to check the mesh for any problems, Turn symmetry back on and keep retopoing.

    I'll try it it seams that you have the solution :)

  13. I find some sort of first solution by browsing the Ogre model in the WIP section :

    it is said :

    Yes, everything was modeled in voxels. To create the armor it is really kinda easy.

    I use the retopo room to lay out the polygons for the shoulder pieces and add extrusion to push them away from the body.

    Next i return to the Voxel room, create a new layer and select cloth, and use the "pick from retopo". But instead of treating it as cloth and starting a simulation you can simply adjust the thickness and press enter and you then have a new object in the shape that you retopoed.

    I find this extremely easy to create hard surfaces. Also you can use it to boolean out shapes by control + enter (this is useful if you want to cut into an object but not go all the way through)

    That's a solution , but it should be more easy to do without use the Cloth module ! like in Zbrush !

  14. -It would be great to be able to export the entire reotpolgy model when in mirror mode :

    this way no need to use another tool to re make the entire model weld the vertices of symmetry plane !

    Another point of workflow :

    -I make an human in Voxel, than retopo to create a low poly armor

    -export teh armor from retopo view ( we cannot export the entire model only the half :( )

    -In Voxel mode use the add function to import the armore model and subdivide it, make it thin (parameters)

    Well to do that we have to export the armor from retopo , than re import in voxel mode :(

    Why not doing like Zbrush : create a separate low poly armor in a layer, and use it in voxel mode directly by adjusting subdivision and volume ?

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