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moska

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Everything posted by moska

  1. may be theres no need to discuss about this (again?) why asking CGTalk about ways to improve? we need to grow,but we are growing every day anyhow. better marketing?better design?perfection?first place? takes time and hard work! thats whats going on,right? keep going Andrew,please! as an artist,can we expect these same sucess? or its a matter of enjoying and evolving thanks to what life brings or takes to and from us? *the road its the reward*someone told. are we artists?i can supose some of us work diferent jobs for a living. many wont find any job at all.but thanks god we are creating,drawing and sculpting! lets hope we can also live. and then there are the ones who are more than the others.because they are not like us. so Brothers:lets be humbles!
  2. http://johanneskopf.de/publications/solid/index.html
  3. http://research.microsoft.com/en-us/um/people/cohen/WangFinal.pdf http://www.dgp.toronto.edu/people/stam/reality/Research/pdf/R046.pdf geo:this is the MAN: http://johanneskopf.de/publications/blue_noise/ theres lots of guys working this after Wang (1962 .)this is beeing used for texturing large surfaces with small textures ,tiling but whitout a repeatable and recognizing patern.so mainly they are discussing mipmap efects. this guy has this first video and i look for more on youtube!
  4. My link i found it from here,from the youtube channel of this guy. i think he is german,or austrich or swiss and he has move to america working for microsoft yeah,may be hes working on something else or even develloping this stuff,who knows? i see this for shaders,or merging painting/voxels ive been digging this this afternoon,searching from links in the wiki
  5. the Wang tile principle is tilling Aperiodicaly(no repetitions)by using 16 tiles randomlly,constructed from source image.it works in 2D grid.may be like imagesynthese from modo.then how will it wrap in 3D?
  6. awsom new shaders? this comes from Wang Tiles,i think!
  7. My linkwonder if Andrew could something about this....
  8. in fact i did introduce some far outside changes(like legs lenght,position and rotation ,and skull position)cause 3DC is good for sculpting. so the import mesh for retopo doesnt fit. then i thaugh that if i bake a texture of the low wireframe (u)from that mesh to the high mesh(dense quad export with uvs),then i could go retopo manually with that guidance, but that bake texture doesnt fill the areas that are outside each others.and this was first time i use bake texture.how does that work?
  9. lets say i picked an low-poly character in .obj (low.obj) low.objand merged it in voxel room,where i made some detail and changes.and now i want it to have the same initial low topology.but if i import it (low.obj) on retopo room it gets a mess on fingers and so on. so i made a dense quad export (high.obj)with uvs where i want to have a color-texture of low.obj-uv map,to guide retopology. so i load low.obj in pixelpaint with low.obj-uvmap and use texture baking tool and choose high.obj as input mesh. but result is not satisfatory,only projects where meshes overlap. any help?
  10. i like screenflow from telestream 30 days trial!
  11. Hi i just find this contest and thought it could be fun to participate. i think one must be a member of some big forum but theres an Allied Team from smaller forums. are there any body here participating? could it be an option to joint for participating? it starts 5 Jan 11 and theres 4 weeks for working. thers 3 categories:3d model,2d model and character animation. 3DC is a prety good and fast tool for low poly 3d textured models and even if we are not kids anymore for playing heros,as artists we can came up with different interpretations of that subject. of course not for winning,just for fun. and this is my Forum!
  12. to all of you too. 3DC still the best up (APP)
  13. Hi i feel very good about this Tool,and You are very creative with It. nice feel to sculpt someone growing alive under your stokes and looking to you! then how can we make him talk...or just morphanimate directly,something like Mari for 3D,or does ZB already has that animating feature?
  14. thanks Ranger so i can use Cuda version and turn it off on voxel menu when i want,and dont have to install any nvidea stuff too?
  15. hi i would like to try 3dcoat on my windows7-64bits partition of my macbookpro wich has a nvidea 330 card. should i download with CUDA or without? do i need aditional downloads from nvidea for setting this up? thanks(i own a mac licence i just want to have a look and compare)
  16. yes i had much joy playing this software thanks very much Mr Andrew let the Sun shine in Kiev and all around the Earth
  17. @visitor this new one is the type of thing that i wold like to do myself, first the use or light(and shadow) then the bump texturing on floor(maybe a bigger map),pilars and surfaces! and mostly the shader for the mummie ( paralax spec?) althoug relief shaders are the most cool for better details,what you think? @michalis this was what i was talking about! terrains,buildings and animated characters with nice shading and lighting without renders!the future of Khinema?
  18. @visitor nice work! so you can take the model into unity,but you loose detail on fingers and such cause of retopo? i think its good to think in retopo for animation! that way you can even animate walks,and even facial expressions with bones(no morphs yet) anyway for *bas-relief* on temple fachades you better use normal maps in flat plane
  19. hi this model should be hard to retopo anyhow! by the way,how is retopo in Z? theres also TopoGun,guive it a shot! i wonder how you build such chapitel,radial simetry? what about unity as the final step for sculptures and works we make here?
  20. means you take low polys(up 60k)to unity, shade them with your maps and light and so on. then you can walk(first pearsoncontrol)between/among/ inside/around them. cheek www.unity3d.com
  21. really cool! do you mean some proj for unity walkthrough?
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