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The Candy-floss Kid

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Posts posted by The Candy-floss Kid

  1. Dynamesh and mesh insert assets from basic volumes - for all the world like a voxel sculpt methodology :-)

    Neat , cute and economical. Liked this video a lot.

    My initial response to this update - big fan of the curve solutions for sculpting. Been after curve control effectors for sculpting in 3D Coat for some time.

    Is it possible for voxels to hold sector information like polygroups? I can see immediately that this functionality is giving ZBrush some strong speed and control advantages when sculpting certain effects.

    Here's the video

  2. http://zurich.disneyresearch.com/OverCoat/OverCoat-preprint-s.pdf

    found this on sigraph2011

    and it looks interesting

    maybe Andrew could take a look...

    A fascinating post. Many thanks.

    As an aside for those new to 3D Coat the increase (grow) brush will add volume (volume paint if you will) based on another voxel layer as will carve , sphere, curves, snake,spikes , muscle.toothpaste (burrow). The difference being that you can't color per voxel stroke only a color for voxel strokes per layer

  3. @francesco

    Why to decimate?

    1. Just bring dense quads in zbrush.

    2. Duplicate it under tools palette-layer like

    3. Activate dynamesh on the copy. Try lower possible settings to capture the basic topology (watch carefully on spikes and holes areas). Try to keep dynamesh less than ~50-70K

    Here you are. Subdivide it as needed (~5M I could say) or more.

    Use project all to snap it on the original densequad mesh. Watch carefully the "distance" parameter near Project button. By default is 0.02, try 0.2 to 1 values. Undo and retry.

    Here you have all the details from voxels on a multi resolution mesh. There're new slice tools that help you to divide it to groups. Use UV master (enable group support) and have a map for baking, transferring polypaint or go back in 3dcoat for PPP if you like.

    If you like my quasi retopo trick and use it, then you may start using 3dcoat for retopo. LOL I know that you find it boring.

    Knowing your work though, you may like change your concept as you work, dramatically. In this case and under heavy details, dynamesh won't help you at all. Just hit dynamesh and lose all details.

    This is what I call UI, a close to possible workflows environment. Pixologic didn't make the miracle as expected after the first video. Just another helpful tool for characters design.

    Many thanks Michalis for your insights. Would you consider sharing your insights for the community as a narrated video series on Vimeo?

  4. Ramp up the 3D Coat render room to allow accurate shadows in a more complex voxel environments , allow painting on voxels then the artists and illustrators will show work to kick ass. 3D Coat is not making enough of it's better rendering stage and perspective options. It astounds me that it doesn't grasp this. Think of ways to cache and be able to create complex voxel scenes with moveable lights.

    Grasp this and 3D Coat will leap frog as a tool for creation and visualization.

  5. Another Picasso comment that I very much like for it sums up an increasing conundrum facing artists so bombarded by resources and inspiration "What saved me is that I became more interested in what I found than in what I was looking for." In other words the reconnection to the "found" self frees the artist.

    We can all become constipated by choice , comparing or measuring ourselves, measuring the adequacy of our skills to fulfill our visual ambitions and thus disconnecting ourselves from our inner unthinking force.

  6. drapery...

    Go to museums,

    DaVinci is my favorite.

    Please don't spend your time on tricks, they don't exist. Observe, is the only you can do.

    Voxels study. Based on DaVinci's drawings.

    The foundation of trickery is observation. Raphael purposefully employed trickery/ method to achieve the mystical glow of his painting. Trickery and method can allow the artist to branch from nature to convey states other than being. Does the brain see or the eye? The brain's been loving trickery since art was invented.

  7. This looks pretty interesting. The music was bugging me out after a while though. lol

    Edit: Ohh it's a blender add-on. I thought some parts looked like blender.

    Yes the music - it's like coming off heroine in a milk bottle factory. Sheeesh had me sliding down a tilted room by my finger nails.

    Very interesting. Functionality wise what I've been hoping for for some time regards a variant on the voxel sketch tool , i.e allowing intuitive , fast interactive spline and sweep modes.

    Spline voxel interactions and spaced voxel object replications along splines are a wish for V4.

  8. We will introduce native voxel color painting in voxel/surface mode (in V4), so things will get easier.

    Oh happy day!! :yahoo: A dream come true.

    In the light of all the recent developments within 3D Coat I'd considered it churlish to ask.

    It was something Andrew had clearly mentioned way back in the early version 3 but to hear confirmation of painting in voxel mode elevates my spirits enormously as an artist who adores working within the voxel environment.

  9. Pose tool...using Sphere selection or select by pen...then smooth it where you want. I use the Pose tool all the time for such tasks and you can even assign an FFD cage to the selection to deform it that way. It's probably the most versatile single tool in 3D Coat, so you definitely want to get comfortable working with it

    I took a closer look at the pose tool as you recommended and found that pulling out the line gradient across in symmetry allowed me to curve the form up at the edges as if folded.Inverting the pose set also allowed me to accentuate a crease at the fold line too. Nice. Great too to make leafs , the groove on a tongue etc.

    Many thanks for encouraging me to take another look at the Pose tool. Much appreciated :drinks:.

  10. I don't think there are Zbrush-style overall deformations like Gravity, Inflate etc but I add my vote for a gravity deformer. Although perhaps it can be done with the cloth tool?

    Jamie, many thanks indeed for your suggestion. I give it a whirl but unfortunately it didn't give the desired result but perhaps there's a way to make the chosen mesh conform to the target shape without the cloth fx?

    I could achieve the results in another app as you suggest and merge as voxels but yes, voxel deformers would be most welcome when staying in the groove of working within 3D Coat's voxels solely.

  11. One task I always have issue with when voxel modelling is applying a smooth gravity bend/ curve through an object's axis. A slow fold as it were.

    For example: the shallow elliptical brim of a hat where you require the brim to lift on the outer edges along the z axis , creating an even slow slope to the center. Just as if your hands had put a slow curve on either side of a hat brim.

    Being able to place gravity bends along an axis with a falloff eludes me as "Wrap" doesn't appear to give me the control I need.

    Using the move tool can create regional anomalies (hit and miss eyeballing results ) The pose tool with soft falloffs fails to achieve the result I'm after as does pose in freeform mode.

    Is there a way of creating this kind of result?

    Many thanks,

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