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Calabi

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Everything posted by Calabi

  1. The best way to get the sizes would be using the grid would it not? On my 2mil model I cant count how many voxels wide it is. Just have one grid square, equal to 1 inch, centimetre, nanometre or whatever.
  2. There's the thing, instructions dont always scale perfectly across cores. Some things you cant have use all the cores. Most of maths are linear equations, how do you make them multi core? I dont anything about it but am pretty sure its difficult, otherwise more programs would be doing it and we would see more substantial gains. By rights though, Moores law and all that we should have 10gigahertz or so cpus by now, but that didnt quite pan out, voxels barring memory, would've been no problem with that.
  3. I dont know about the performance it seems ok to me, it runs rubbish on my pc but then I know and use it within the limits of the spec of my pc, it works fine. What with pcs becoming more powerful, and cheaper now, how much more performance can be gained and at what effort for only say a five percent gain, and in which it could later be redundant. I think refinement of the tools is needed more than peformance, so that your better able to manipulate voxels or paint.
  4. Cool, thanks Phil, that helps.
  5. Erm, What settings are your lighting or what colours do you use because I cant seem to get it to match up or look so clearly?
  6. That looks really good. Would be nice to see it a bit bigger though.
  7. Are you talking about the fact that the materials, appear highly specularised in the paint room, because I thought, that was a bit wierd. I just chose, a simple skin tone colour and it was like extreme bright sunshine on the model, adjusting the lights sort of seemed to work but not that well. I didnt really stick with using it to paint probably for that reason.
  8. I gave him some teeth,(cheated and used some ready made but adjusted them a bit). Messed with the ear a bit and experimented with some wrinkly sort of detail.
  9. Thanks for the info philnolan, and thanks for the explanation digiman. It seems I have another problem, in the UV preview the islands and everything appear the right way up yet in external software and when I get the wireframe the UV is actually upside down.
  10. Ah! Thats what I didnt do. But still it doesnt appear in the UV room, I guess it doesnt matter because you have all the tools in the retopo room, it seems strange though. I guess another way would be to take the model into Wings3D and project the wireframe of that. Thanks for your help geothefaust. I think I'm getting the hang of it now.
  11. Apologies for the probably stupid question, but I cant seem to find the answer, I've looked searched and googled but am still confused. I have a voxel model, retopoed which I've attempted to UV by marking the edges, but for some reason I dont seem to be able to adjust the actual UV, it doesnt appear in the UV room. I only get a preview when I highlight over the physical model. Sometimes I can adjust the whole of it, move it or resize it though, but not individually. Also once I have retopoed and UVed it how do I then get the wireframe texture thing out, so that I'm able to see where things are to paint in another 2D program?
  12. I concur. Just dont do the alt zooming thing, I end up with the sculpt jumping all over the place. In fact with this if it is done, can I suggest a sort of dead zone, with it. So that you hold shift to move view left and its locked. To move to the right view, you have to release shift then press it again and move right, whereapon you cannot change the view again with out releasing and repressing shift.
  13. I didnt think of that way, thanks Tony.
  14. I've added some details to the ears and changed the nose a bit. I'm in the process of adding teeth so I can see it a bit better, what are people's general methods for doing that? I'm leaning towards drawing it on a piece of geometry a gum stand in, but then I cant adjust each tooth. But then having each tooth as a separate object seems like overkill and a bit difficult to create.
  15. Indeed, thats very similar, I didnt think about the voxel layers. You could use it like the selection method in photoshop. You select the primitive object you think will best fit the voxels you want to encapsulate, say an arm on a character with rings, bracelets. You might use a rectangle primitive, and drag it out over the arm in the viewport, then you use the transform tools to position and size it so it exactly surrounds the arm. Then press enter. Then you could say rotate the arm into another position. The joint at the arm might not look right but with voxels it shouldnt be too hard to fix and adjust things.
  16. I have an idea dont know if its been bought up before or if its similar to others or if its rubbish. If it is I apologise. The idea is you are able to define a bunch of Voxels using a container(like the primitive creation tools) or other methods of the same sorts. You then are able to manipulate that group using the other tools not neccesarily just the transform tool. You can save and have as many voxel groups as you want perhaps even have some which overlap. So basically lots of voxels are defined as one voxel for the purpose of the tools. Or maybe other possibilies with that group? Not sure if Its explained adequately can explain more if need, but thats the gist of it.
  17. Thanks for the feedback LJB. Nemesis was one of my first proper comics. Going from things like beano to it, was a revelation. Like how half of his weirdness was not from his looks. Ironically I think I'm the opposite I like 3D Coat because it forces me to stay low res and focus and perfect the forms. I dont want to ruin them or mess up by doing hacked, rubbishy details.
  18. I did a quick mock up using a technique learned from Artman. Not sure if I did it right but here it is.
  19. Thats strange. I was going by this view. http://www.thecinemasource.com/moviesdb/images/Bruce_Willis%20-%201%20-%2016_Blocks.jpg In your side view it looks as if he's angled slightly away from the screen but I stand corrected if I'm wrong. http://farm3.static.flickr.com/2668/3903233154_8b773b9f4a.jpg http://imstars.aufeminin.com/stars/fan/bruce-willis/bruce-willis-20040405-36.jpg I dont know he seems to have a different nose for different occasions. These two views seem to contradict one another. Perhaps he's had it broken? http://i.dailymail.co.uk/i/pix/2009/03/20/article-0-0082C9D600000578-861_468x679.jpg http://cm1.theinsider.com/media/0/0/4/Bruce_Willis_1.0.0.0x0.610x912.jpeg From your side view though the nose needs to come in a bit and the forehead the same and softened a bit. I'm reasonably confident about my other points though. edit: I did a quick thing which may help show you what I mean with the side view. Its not an exact match, but its close.
  20. I think the forehead looks too rounded. It looks like he has a constant frown. It should be mostly flat then curve round roughly above the middle of his eyes. His jawline the back part underneath his ears needs to be wider so its almost the same width as the upper part of his head. His nose looks wrong I dont think he has a beak, from some refs it looks like its goes straight down and curves over at the end. It looks squashed from the front view. The side view shape doesnt seem right either it should be mostly flat across the top and then curve down. The back of the neck should curve inwards a bit roughly level with the bottom of the nose. I wouldnt use ortho at all to be honest you'll just end up distorting your model. There's no such view in the real world, and it only works if your lining up things exactly in the viewport and you cant because you have no reliable references. At the moment in my humble opinion I cant recognise it as Bruce Willis, it may be getting there though. Sorry if thats too much.
  21. I think its like the same problem with real clay isnt it. The way I did it was to put the hand on a different voxel layer. Use the cut or clone tools I cant remember which ones. It doesnt matter if there is a gap or it doesnt look right because you retopo them both together in the retopo room. It might be a bit confusing at first as you will have to hide the main body and the hand with each bit. And you cant subdivide it, or you can but you have to make sure they dont touch. You just have to be careful.
  22. Just looking for any tips and help I can get. Not so much of the form I know on the side view it doesn look right. Does it look ok though? More so I want to learn how to detail. Like how high res do I need to go to get good details? I dont like to go above 3 mil(crap pc). But I want to try and get lots of sharp edges around the nose and the ears quite thin and tapered.
  23. Sorry to barge in on this thread but I'm interested in the sf.clay technique, I'm trying to make a model I've got a bit more refined and less blobby and add more details, and am struggling a bit. I'm not sure if I understand the method do you perhaps create the lines in the direction of the wrinkles(thats one thing I've been wondering how to do)? Perhaps I should start my own thread?
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