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The Candy-floss Kid

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Posts posted by The Candy-floss Kid

  1. Quote

    so much of it in software functionality analysis.

    You ain't kiddin' Brother!!
    S'why I still use version 4.1

    Condensing and perfecting the core functionality of what is required to create art?
    You can do it musically with 3 strings and a tambourine .

    Yours monastically ,
    Brother Floss

     

    • Like 1
  2. Here's 3 great videos on digital sculpting techniques for setting up the face.
    Understanding form and anatomy is one thing but applying a pragmatic system for success is another.
    Combining the techniques demonstrated in these 3 videos will help you set up structure faster.
    Whilst the software used is ZBrush, the techniques are just as applicable to 3DCoat.


    Open House Webinar with Gio Napkil, Mold3D TV

    start at 24.10 for face set up by quickly scoring lines for the main planes

    Dylan Ekren, How to approach creating a 2D character in ZBrush Pt.2 Mold3D TV

    start at 2.12 secs for quick overall face proportion set up.

    Ryan Kingslien - Sculpting Form vs Line or Proportions.

    Lines of separations to set up overlaps.

    Hope it helps.

    • Like 1
  3. Out of interest
    1,if you select the both the polygonal object's retopo/ mesh group + it's uv group then scale it smaller in the work space does the issue disappear with the render camera?
    or
    2, Does the issue vanish if you subdivide the mesh, i.e is it perhaps a face smoothing issue with low polygons?

  4. The splashes look like geometry spaced along zbrush curve brushes which then are distorted and sculpted. Often times in zbrush polygonal geometry can be smashed and distorted and then dynameshed to form droplets.

    You could do the same thing in 3DCoat with splash/droplet geometry spaced along splines and then distorted. You can also create little random sculpted drops and use merge on pen to place these over proxy shapes and merge together for further tweaking.

    Particle systems are fine for water but not so much when you need fast control for illustrative purposes . To design your water you could use b/w fractal patterns in terrain editors such as Bryce or Vue or apply b/w images as masks in 3DCoat for extruding and further sculpting. These fractal noise patterns can be used as the basis for your water with further image editing and over painting to control heights and effects where required around your boat or object.

    • Like 1
  5. Yes fantastic news bought by HgCapital a private equity firm.

     

    The fund seeks out investments to fund the growth and expansion of portfolio companies, that is, a collection of different companies, often from various industries.  This approach is done to diversify the fund and mitigate the risk involved; the more companies in a funds portfolio, the greater the diversification, and the lower the overall risk of default or loss.

    from: http://baselinescenario.com/2012/01/27/what-is-private-equity/

  6. Hi Raul,

    I'm curious about the pinch brush - does holding cntrl change the behavior?

     

    It's hard to tell what holding cntrl is doing with the Pinch brush if anything?

    I always feel that it would be good if holding  cntrl when using Pinch could perhaps introduce the ability to lay down a sharper line  to exaggerate planar/ angular changes of a form.

    In other words that holding the cntrl key with Pinch applies a crisp linear scoring of the surface - similar to using the draw brush then applying pinch.

     

    Try creating a stroke using the Draw brush - settings -68% focal shift, 14% falloff , depth 34%. After applying that stroke run over the stroke with a Pinch brush at 21% falloff and 3% depth. Doing so will give you a clear idea of the kind of scoring line I am talking about.

     

     

    Out of curiosity is there a brush that is the opposite of pinch i.e one that expands out the distance between polys under the brush radius?

  7. ‪PigArt is well known in the Blender community for fab low poly scenes with charm and appeal.‬

    Using extrusions + w to subdivide low poly block outs >use of Displace modifier driven by a brush texture “clouds” with a further modifier “Decimate” to triangulate the form and support the displacement. Sculpt out with proportional editing = simple and effective low poly blocking out.

    Regardless of what software you use, the principles demonstrated underline the speed advantages of using low poly blocking out techniques for scene construction with regard quickly judging and modifying the compositional weight and balance of form and volume relationships to achieve a strong design before moving on to sculpting and higher resolutions.

     

    Grab a whistle put on your lycra shorts and dance to 'Broken Bridge'‬ by PigArt.




    channel:https://www.youtube.com/user/pigartt/videos
    • Like 2
  8. Hopefully this will help with material id's:

    http://3d-coat.com/forum/index.php?showtopic=14565 digman

    Expert

    • photo-thumb-518.png?_r=0

    Posted 09 June 2013 - 05:12 PM

    Yes, you can create materials assigned to uv islands.

     

    Before merging (baking) your model to the paint room.

    Create under the Groups tab in the retopo room a new layer for each uv island. 

    Unwrap your model.

    Now select a uv island and then in the Groups tab at the bottom there is a icon to move all those selected polygons to the layer you have currently selected.

    The move icon is the second to last one.

     

    Now merge to the paint room.

    A material will be created for each layer which means you have assigned a different material to every uv-island.

     

    The separate materials will show up under the Materials tab in the paint room.

     

    Hope this helps and I believe it is close to what you are asking for...

     

    The picture is just the quick test to show you when I exported the Obj ball model from the paint room and imported the model into Wings3D that the materials and color map loaded correctly plus of course they are under the correct group as well.

    I did not rename the layers when creating them in 3DCoat as this was just to create an example.

    Attached Thumbnails
    • post-518-0-90575500-1370791497_thumb.png

     and

     

     

    Malo

    Posted 19 August 2014 - 08:24 PM

    http://3d-coat.com/forum/index.php?showtopic=16549&p=112318

     

    • photo-thumb-24378.jpg?_r=1374683665
    •  

    Posted 19 August 2014 - 08:24 PM


    In Retopo Room

    Every UV-set stands for a material.

    Every Retopo Group stands for a Object.

     

     

     

    This may be also contextually useful with regard materials and uvgroups

    Adding Texture Resolution‬

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