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howitzer

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Posts posted by howitzer

  1. Do I see right? You are showing us the retopo steps? Nice progress.

    Yeah I guess I am, and thanks for the complement =)

    Howitzer ... times they are a changing with 3DCoat and all.Heard Blender will eventually enter the frey. Andrew sure is pushing the envelope with 3D coat. Glad to see you hanging in thereand trying lot of software.What kind of a system do you run and how much memory ???I can sculpt 1 million polygons on my machine, no problem ... but5-6 million does start to be an issue. So I can appreciate you holding off on increasing your VOXEL RES. To easy to get way ahead of self with RES. Much better to roughit all in with less than 1 million.I think your creature deserves a slightly better set of A$$ cheeks.Otherwise, very cool.

    As a Max user, I don't use Blender all that much to be honest. I use it mostly as a video editor but this is once instance where using it as a quick model editor made sense to me.

    I just have 2gb of ram, an older ATI Radeon 2600 HD, and a 2.2ghz Pentium Dual Core cpu. My hardware is in need of upgrades that's for sure.

    Here is an update: finally modeled those hands.

    post-179-125523085435_thumb.jpg

    post-179-12552308644608_thumb.jpg

    post-179-12552308743284_thumb.jpg

  2. Hi all,

    I wonder :

    I have a ATI 4870 HD, but I don't know if it's better to use Dx ou Gl with it ? I tried both but I didn't notify difference. What do you think about ? It appears that the dx version runs more quickly if I believe severals threads in this forum, but it is the same with ATI graphic cards ?

    Can we expect an optimization (like cuda for nvidia) for ATI graphic cards ?

    i'm running on Windows 7 32 bits but I will change in few time for the 64 bits edition with 5 Go RAM.

    Thx here :)

    I have an ATI 2600 HD, Dx is faster, but when sculpting or rotating it can be slightly laggy, so I use GL since it's consistent. I loose only about 5 frames per second anyway, so the difference isn't noticeable. In Vista, I find that 3D Coat actually runs faster with Aero on... amazingly. Since you have a different card, processor bit depth, and operating system, it might be a different story.

    I recommend trying and recording the frames per second with and without Aero, and in both modes.

  3. Excellent work Grapix! I always love to see Yodas, the character seems like a good and challenging model to undertake because he is so detailed and interesting. I have no crits for your edge flow, however the ears should be bigger.

  4. Hi, sorry for the lack of recent updates. Life demands and all of that...

    I've decided to retop the model as it is and work on it as a subdivision model. The work was smoothed by a negative 1 (in blender, as you can't "tighten" in Silo), to fight against the usual smoothness of all initially retopped models. Of course, that alone isn't enough, and there's plenty of topology issues I've got to deal with. When I'm done modeling, I'll bring it back into 3DC for texturing.

    Heh I was going to make him blue, so I guess it would be even closer to that thundercats character. I never watched that cartoon, though they do have some interesting character designs.

    post-179-1253506097_thumb.jpg

    post-179-1253506152_thumb.jpg

  5. Great start! How did you create the body? Just curious about your process.

    Here are some older screen shots. Notice the head is much bigger. This was scaled down in 3D Coat 3 with the pose tool.

    post-179-1252554461_thumb.jpgpost-179-1252554454_thumb.jpgpost-179-1252554446_thumb.jpg

    I started the project in Silo 2, which has great sculpting tools of its own but a limit to how detailed you can get. After buying 3DCoat 3, I imported the model and created the limbs with cylinders and blocks.

    Sculpting in Silo 2 is actually easier than in 3DCoat 3, but stuck at 32 bits, it can never use more than three gigs of ram. It makes no attempt to compress the data or deal with it the way Mudbox or zBrush does, so it takes a lot of ram to do relatively little (around a gig for a million polygons), and I only have 2 gigs. The alternative is Blender, but again, I don't have much ram and I won't be able to upgrade for a while. Mudbox and zBrush were too expensive, I owned version 2 of 3DC, so 3D Coat 3 was my way out into the world of high-res sculpting.

  6. This work started in Silo 2 as a head before I imported it into 3D Coat 3 and began work on the body. The character's name is Zaar Dugaul, and he's a tribal scout creature.

    post-179-1252352046_thumb.jpg post-179-1252352032_thumb.jpg post-179-1252352038_thumb.jpg

    Polygon density is only 847,916, I won't increase the voxel resolution until I'm absolutely ready.

  7. Looking good, aside from that midline seam.

    Sorry to hear 3D-Coat 3.0 has proven to be insufficient for your sculpting needs. Voxel modeling can be an undisciplined, savage departure from conventional polygon methods, and is probably ill-suited for some workflows.

    Admittedly, the program has its share of limitations and design problems, but it's an emerging platform that appears to have a vibrant future.

    Actually, to be honest it's the best sculpting program I know at it's (discount) price point. I am thinking about getting it anyway... and I should be able to in a few weeks.

    Yeah I dont feel quite comfortable with the voxel thing just yet. I know though the tools will be refined overtime. I still prefer polysculpt and modeling right now. But I upgraded to ver3 for the polypaint. I'm also able to mirror the uv's in ver3 which is a crucial selling point for me.

    Ah, yeah it's definitely weird program, but so is zBrush.

    I some how forgot to post this. This was done about a day after the last one.

    FD06-1.png

  8. Well, I've decided to end my trial of 3D Coat 3. I've retopologized the model, smoothed it by -0.5 in Blender (to retain a little definition I do reverse smoothes - "tightens" afterwards), and set it up for further work in Silo 1.42.

    FD05.png

    Why quit on 3DC3? It's a fine program, and Pilgway is a fine company. I just don't need it. 2.x works great for me and does well what I originally bought 3D Coat for - texturing and retopping. Also, I prefer sculpting polygons over voxels anyway, and I tend to only sculpt heads - opting to model the bodies the old fashioned way.

  9. The eyes look a bit sunken in there. The skin could use some more definition... more winkles especially. The shirt looks ok, but this old guy's shoulders probably won't be so broad, his waist so narrow, and his torso so short.

  10. I think my mistake was sculpting from nothing. I probably should have at least drawn a concept, and/or modeled a base mesh for import. That would have been closer to my existing workflow.

    So I've ditched the body for now.

    FD03.png

    Some annoyances -

    Sculpting (especially smoothing) on thin volumes can be very difficult

    Sculpting on the tip of things can also be very difficult.

    In polygon based programs, I can work on thin things like ears without having to worry about creating holes in them to the other side... This sort of thing, coupled with some other things... make me wonder if voxel sculpting is the way to go for me.

  11. Thanks Stanley, here's some more. I ran into a little bug, but it seems like I'll be able to continue without having to go to a previous save. Also, until yesterday I was using the beta right before the release candidate (the release created that bug, not the beta) - when I finally noticed the candidate, the release came out. In any case, I'm now using the release and I have 30 days of trial to look forward to.

    I've chosen to make him short and pudgy, I figured that would help him look more friendly, kinda like a hobbit.

    FD02.png

  12. This was a test done in about an hour and a half on what I guess is the very last day of the beta...

    I have to go to work soon, if any progress is done before Andrew kills the beta I'll post it here. I'll try getting the release version next Monday.

    demon_test_head.jpg

    This models resolution was bumped up before adding more detail, but when I get the release version, I'll go back to before I bumped up the resolution (saved seperately), and work from there, creating the whole body and all that.

    Two things I've learned - I prefer using the Build brush over the Increase brush, and I prefer not having the size of the brush change with the pressure; only the strength of the brush. Once I know those, I can sculpt just as easily as I could in other programs.

  13. Howitzer,

    Talk about this stuff backfiring ffs. Get it allready because its dirt cheap and the texture and retopo tools are worth the price alone. Ill get back on your pm but the only reason not to buy 3dcoat is if you only want to sculpt and use zb or mbox allready. Eventhen its probably worth it since i use it alongside zb. (tried mb and it wasnt my cup of tea)

    I just made this to celebrate v3's release. Im not the greatest artist but if you doubt the validity of the voxel sculpting toolset you do not need to worry (just check out the gallery). Its just as i described above. A few steps short on the big boys.

    post-949-1244391566_thumb.jpg

    Ciao

    3dioot

    Ok, and yeah you're right... I just haven't really done anything with it and I've bought programs before and come to regret it. (I've NEVER regretted buying 3DC 2, in fact it's the best software purchase I've made) I'm selling a 3G modem I don't use anymore to make sure I can get it without messing up my already tight finances. heh, if I don't get it soon, I may never get it. Zbrush was new and cheap once too... now look at it.

    Also, a couple days ago I was messing around with it (I don't have Nvidia, so no CUDA, and I only have 2gb of ram)... I managed to get somewhere around 15 million polygons! I can only get up to 2 or 3 million with Blender or Silo sculpting tools... which is not good enough to sculpt a whole body. I'm relieved I don't have to get a specific card and more ram.

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