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Posts posted by alvordr
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I wouldn't mind hearing some of the music you've done. I also have Fruity Loops. Meanwhile, I never could get hang of the UI in Blender...it drives me nuts. I also never heard of voidworld...what is that?
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Awesome. Thank you, again. I'll try that.
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I guess this question also relates to me not being able to accurately draw a circle within a circle...it's always off center or oblong.
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Can we please implement a way to draw circular with splines from the point we click in the direction we stroke, in addition to the way we already can. Currently, if I want to draw a circle from dead center of another circle, I have to constantly keep trial and error until I get it right. If I could check a box and then draw the spline from my start point out into the direction I stroke, I would have greater control. I also have no idea how to get a uniform circle, unless I hold shift, which also seems to smooth the paint with circle spline. This isn't what I want.
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Hey folks. Is there a way to extrude a circle from dead center of a voxel mesh? I've been trying to do this by hand with the circle spline and thinking I'm better off doing this in Max first.
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I whole-heartedly agree with AbnRanger on all counts.
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I would say it appears you can, and can't do that. Everything sits at it's particular position. Thus, if you bring in your retopo from the retopo room, you won't have to voxelize it to work with it. However, in order to figure out where to put things around it, you still might need to import it to the voxel room as a voxel mesh, so that you know where to place other objects you're making (as a reference). You wouldn't have to bring in the imported voxel mesh to other rooms. When you merge the other objects to the other rooms, their position should stay in place relative to your referenced mesh you imported, but never merged.
...at least that's how I understand it.
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I've got one more term or so at the school I'm going to. It is difficult to balance life duties with it, but it should be rewarding enough, assuming I can find work. I like the work that you've done, by the way. Your game looks interesting and fresh.
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Greg,
Yes, I thought the same, but the topology isn't working even with those guides. I believe I can do this, but for now I was able to get this down to 600 or so polys, but using ZBrush decimation, instead. It also triangulated it. This isn't a deal breaker, as the game engine would ultimately do the same. However, I always prefer quadified topology. Thanks for the tips. I'll keep at it.
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That's a lot to have learned in that time frame. Are you also taking classes then?
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So, I increased the resolution to 6 Mil + polys of the voxel mesh, then did the Autotopo, both with guides and without, both with smoothing at 0 and at 1. They seem to put me at around 2.4k polys and have weird streaks in the normal map, but over all it looks sharper than my previous one. Using my manually repoto'd mesh, it looks the same as above.
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After Merge with NM (per-pixel)...Merg Patch (per-pixel) looks the same:
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Greg,
Thanks to your tutorials, I was able to get this far with the sculpt and I love it! Thank you. I'll try increasing the resolution of the base voxel mesh. Meanwhile, I tried pulling in this manually retopologized mesh as a reference for the thing and came up with the images above. It's not bad, not great. My main concern is that I'm going to go way high on polys as I keep doing the different pieces. Even if I'm having to do most of it manually, this is still a HUGE time saver in my workflow. I'm super happy with 3D Coat.
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I hear ya. So, I've managed to manually retopo this to just under 1000 polys for that one piece (ugh!). Still a bit high, but hey...I want the details, right? My next step is getting as much of the details in it as reasonable. This is what I like least about low-poly modeling, is that it looks horrid.
MergForDPDisp result:
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Good point. Here it is (and this is at 5000 polys for just that piece...way too high):
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I'm working on making a pistol (no reference) and want to make it low-poly. I can do this by hand in Max, but I'm trying to do it from scratch in 3DC. What I have so far is the following. Everything autotopo's fine, except the item in the second picture here. I'm not sure how to tackle this, without manual topology. The autotopo looks horrid for this part, unless I make it way too high-poly. Am I being lazy?
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The latter. Mipmap is what I'm talking about.
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I do it once every 1 to 2 months. These days, it usually doesn't take long compared to what it used to. It's worth it, as it keeps the level of disk errors down, while optimizing your data for faster access.
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OK, so I put each object of the TV set in ZBrush (the TV housing, the 3 dials, the screen, and the backing). I exported each out as an OBJ and imported each into the same scene in 3DC. Attempted to merge for per-pixel painting, tweaked the unwrap in the UV room and all is fine, except one thing. I can only see one complete TV set in the paint room, and I'm not able to freeze by sub-object, each object. It treats the whole thing as one combined object.
I still don't know what I'm doing wrong in Max.
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Perfect! This program has so many gems, I'm loving it!
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I'm tried to import it into ZBrush, to see if exporting it back out from there helps. I did find, though, upon import into ZB that the mesh contains 570 unused vertices. Not sure why. The mesh looked absolutely botched up. After that, I did a GOZ from Max to ZB and it looked fine in ZB. Now, I can export out from ZB to 3DC, but the problem is I only know how to do this for each piece. This will likely ultimately help, but doesn't allow me to export everything at once, as I have done before.
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Greg,
Hey. I'm using 3.7.18F (or H) and 3ds Max 2011. In Max, I modeled a TV set, and separate dials that I showed in the picture above. I selected everything and exported both as FBX and OBJ. I then imported for per-pixel painting into 3DC and tried to freeze the dials so that I could paint the TV and each dial separately. That's when I found this problem. I cannot seem to fix it, but simply make it worse, no matter how I export. It's odd, but then this is the first time I've used the Freeze tools. I don't doubt it may be something I'm missing, but I just don't know what.
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OK, I fixed it, but the did it was to uncheck export of smoothing groups, texture coordinates, export materials, and create mat-library from within 3ds Max upon export to OBJ. It might have been just one of those options, but I don't have time to run it down.
EDIT: I take it back...still not working and now even worse. I'm thinking that Freeze is messed up.
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Hello. I have another thing that's popping up. When I try to Freeze by Sub-Object, and pick button1, which should be the middle button here, I get the top one frozen in a particular area, also. Meanwhile, I even if I try to freeze just the top one, it's got an area in the top left that doesn't want to texture of freeze properly. I've tried going into Max, where I created these, and assigning a new Material ID to each. I tried UV unwrapping these again. I also can't paint a freeze on the top one complete, by hand. Nothing works...
3D-Coat Retopology in 4.0 Beta
in Finished Projects
Posted
That's very cool. Thank you. I'll have to dig into Blender again, when I've got more time. I'm struggling with getting a gun I'm modeling to normal map properly.
Here's some of the music I've worked on...and I do realize I'm no musician...I just like to dabble with everything computer:
http://soundcloud.com/psiclone/linkin-park-lostintheecho (remix contest entry I submitted)