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Calabi

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Posts posted by Calabi

  1. I dont mean for 3DCoat to emulate Sculptris literally. I'm talking about its design ethos, and the direction it went relative to everyone else. All others were screaming "Polygons we need more polygons!". Sculptris proved them wrong it does the same job with way less resources , and it has a more fluid and flexible workflow. It took a problem and solved it contrary to what everyone else was saying, the others didnt even know there was a problem till this guy came along.

  2. Memory on graphics cards is only really relevant for high res textures.

    The performance difference with higher memory graphics cards in tests is usually negligable or non existant.

    Voxels I believe use system ram.

    I would say get an equivalent(same priced) radeon but I'd likely get shouted down for that.

  3. You should be able to use refs for common seals, for the front view, I dont think seals, in their basic form vary that much.

    I havent looked at any seal refs but the side view looks perfect to me. The front view I think it looks a bit fat needs to be sleaker, the nose/head needs to taper.

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  4. I've got plenty more but their not much better. I had the same trouble with my bat head(I gave up eventually) didnt matter because its not going to be animated or sculpted further.

    I think its just a matter of terminating the edge loops correctly like in that blender thread, if your just looking for all quads. Perhaps a matter of practice and knowledge you cant be taught.

  5. Its a good start, you shouldnt need to go up in detail yet you can get a lot more detail at the res you are and the forms arent entirely correct yet.

    I hope you dont mind but I did a rough paint over thing.

    3dsculptresspaintover.jpg

    Thats just to give you a rough idea of the shapes, I think arent right at the moment and what they should be, not exactly but close to. I think the top of the skull may be needed to moved up a bit and the back of the skull needs to be extended a bit.

    I think a good way to help, if your beginnning if your not going to use references in the viewport(which I've found can make it harder) is to take a screenshot and overlay it on the reference in photoshop and use that to guide you.

  6. I dont suppose anyone knows how I import a uv on to a model. I cant import it on to just a retopod mesh it would appear, and yet when I have mesh in the paint room, it appears to change the model(the checker pattern changes)when import uv, but theres no way of seeing it, there's just kind of a line in the uv preview room which I think may mean its messed up somehow.

  7. I think yeah the tooltips/hints are very good, its so easy to start using things very quickly when you just highlight over something and it tells you about that tool(although I think they could be, perhaps a bit better similar to the autodesk ribbon where you hold over an item and it gives you more detailed info, like what is the purpose of that tool, can be used for).

  8. Thanks for the ref image Guiseppe. I'm still trying to figure out how to terminate edge loops etc, and how to transition from a higher poly area to a lower poly, like with the ear, but I do have a source from the blender forum which should help.

    I'll do my best to emulate that poly flow, thanks Guiseppe.

  9. @Guiseppe. I think you are right, but in my defence, I didnt have a clue what I was doing and I was just trying to get something to texture.

    Thanks for the honest comment. I would appreciate it, if you had an info to get it more correct.

  10. I've managed to retopo and start the UV.

    batheaduvs.jpg

    I have a few questions if anyones able or willing.

    When I retopo it and am going to use a normal map does it matter where I put the edges. I know that you have to define the silhouette as best as you can but what about the internal edges.

    I also had a problem with the ears they stick out, and so I cant get them to conform with the whole mesh without them overlapping, is the cut out the way I did it the way to do them or is their another way?

    Is it possible to scale the facial areas, features, so they take up more space of the UVs than the other parts. I saw soft scaling method in another program.

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