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Yearoftheox

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Everything posted by Yearoftheox

  1. wow, very clean sculpt. Is this done all in 3dc? what is your workflow if not?
  2. Just ran into another problem, I was working on my blacksmith sculpt, Finishing off my retopo. I hid the lower half of the body, so I could pan around the hands better. I then went to unhide the lower torso (ctrl-brushstrokes), but nothing happend. So than I tried Unhide all under the voxels toobar, and it completely hid the rest of the model. Now I cant see anything. I reloaded the scene, same thing. Restarted 3dc, nothing. I guess I'll have to export the retopo, return to an earlier save and import the retopo? I just want to figure out why I cant unhide anthing.
  3. Not sure I totly understand what you're asking, but I would say the front view looks pretty good, maybe a little narrower at the skull cap, but not much. But the ears deffinatley need to be reproprtioned, Ears generally are from the middle of the eye top the bottom of the nose.(generaly).
  4. wow love the sculpts here, especially the billial sculpt.
  5. realy enjoyed watching the timelapse.
  6. How did the projection turn out? Capture alot of detail?
  7. well, my demo is over, I decided not to buy the full version, maybe I'll buy the student version later. I did manage to fix the proprtions of cylinderhead, and start a blacksmith sculpt (with a crappy paintover to deterine where I was going with it.
  8. I totaly agree with digman, references are Extremely helpful to get proportions right. I did a quick mesh warp to show how I would sculpt the head proportions. (hope you dont mind).
  9. if you mean for the voxel sculpt...? Uhhh, muscle tool I believe, then i distorted the mesh, retopo was mostly points an faces, Paint, idk, Generic brush lol.
  10. Kept working on cylinder head, added some primitives, tried some new tools, stopped after I tried to "pose" him, and messed abunch of things up (like his fingers and shoulders).
  11. 10 min Cylinder primitve sculpt.
  12. The only other software I use is 3ds max. Just finished retopoing the flaming skull and gave it a 2 sec paint job.
  13. Thx for the reply Ian, What do you use 3dC for mostly? Besides the Voxel doodling, I hope to use it for low poly normal mapping, and texturing, which I'm not sure if I would need more than the 2048x2048 texture limit of the academic version, but the 7 layer limit concerns me. Speaking of voxel doodling, heres another one I did Before I retired for the night. 20 min Cylinder primitive sculpt.
  14. 2 days left. Reading my previous post, I dont think I explained the problem I was having very well, so I'll restate it. On my zombie sculpt, I had sculpted a bust from my low poly model, retopo'd it uv'd it than merged it into the scene for per pixel painting. Afterwards I revisited the bust and sculpted a "zombie" version. When i went to retopolize it, even though I deleted the previous retopology, it was still in the scene (pictured), which made it hard to re-retopolize. On another topic, Here's a 40 min sculpt from a cube primitve, and the lowpoly model that i "zombied", which i textured in 3dc.
  15. Thanks for the comments, (that was my hair circa 1990 lol). I only have 4 days left to decide if I want to buy the full program (with the $50 demo discount), I might get the student version, but I can do that anytime. I'm trying to decide if the full version is worth the extra money for me, I'm just a hobbyist so $100 makes a big difference in my decision. Anyways I'm rambling. I'm having a problem with the zombie sculpt maybe someone can help with. Before I sculpted the Zombie'd version, I had retopo'd the head, and uv'd it just for practice. Afterwards I went back to the vox section And zombiefied my model. Now I went back to retopo the zombie version but am unable to get rid of the original. I can't delete anything. So I tried to export the vox sculpt, but just keep ending up with corrupted mesh. Does anyone have a suggestion how to extract the vox sculpt without the retopo'd low poly.
  16. Hello, I'm new here, my demo is fast running out, and i've hardly been able to use it, (never enough time), here are two vox sculpts ive done in the last two days, moljnir is just some primitives/muscles thrown together, that i took through (retopo'd, basic paint) and exported to 3dsmax, with a basic shader screengrab. The zombified self portrait, started as a lowpoly basemesh in 3dsMax and imported into 3dC and noodled around abit in voxel form.
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