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moska

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Everything posted by moska

  1. about rocks,if you generate a procedural b/W voronoi for a rounded cube (or else) and then use it as displace ,then you have nice base to start sculpting.others may not sculpt at all and proced procedurally!
  2. this program is really rocks oh yeah! nibal.tiff
  3. Hi Man hope to see that sculptures of yours, in the British Museum one day.
  4. i would try the more primitives option.
  5. maybe its not my bissness,but considering your work you are probably a pro,or else you are then a very gifted and informed hobbyist.i would sugest,if i may ,that you should concentrate on your own project(get one)be it a short,a game,a story,a world of your own. ok?
  6. Artman you are Great,Man!
  7. hi.great model. what exactly do you mean with the cavity shader layer,i cant get it. btw you can merge each of the meshes into each diferent layer and assign a diferent shader to each one layer.try the default shader with diferent colors in each layer. hope this can be helpfull. good to have you here. also check the retopo layers for this mesh!
  8. moska

    3.3.08

    hi what if i just have one version?do i still need to be aware of? thanx
  9. i remenber to read somewhere here at forum that 3DC only uses 1000 levels and intuos4 has 2000,so you ll have to set that in prefs otherwise there was some troubles.
  10. +1 i wonder why and what for is spec on the alpha of normal? and also what is it for the displace in normal alpha,too? even that i know that 3d engines(unity)can use a bump in the alpha of normal and they call it parallax. this matters are really important to achive good looking models out of 3DC. thanks
  11. *My reasoning is this - At the moment the idea of creating a mesh primitive and then turning it into voxels and then retopoing it back into a mesh again is kinda silly and a waste of time. The whole retopo process is questionable. I'm still finding it easier (and quicker) using a poly modeler to create a mesh model with the correct topology as opposed to creating a voxel model and then retopoing it. And some of the more detailed voxel models that can be created in 3D Coat would take several years to retopo into a mesh model. So retopo can't be the answer..* correct me if im wrong: i think people using mudbox will have to retopo again since the base mesh doesnt correspond with the sculptedmesh(polys move during sculpt) ?
  12. im new in sculpting,im more on drawing and never thought about that but i use it all the time, what you point before:what to show and what to hide.
  13. really good one.thanks for showing.i never toch blender but this has nice detail and texturing.no 3DC there,really? BTW what about his anatomy?
  14. let me say that in my opinion,michalis,the subject that we are discussing is probably the artistic style.i mean realistic,expressionist,surrealistic,hiperrealistic whatever. in CG the mainstream is no doubt the 1-hyperrealistic as the goal is to achive that in renders,lighting,details,2-the american comic style (superheroes)with that accent on some anatomy. our actual civilization is populated by technology against nature (machines everywhere and death of older traditions)so its art is very fantasist and ALIENatory (orcs,robots,selfdestruction)and ARTificial! i think we are in Renaissence now ,learning how to represent human body and perspective with this new medium and at the same time entering Barrocco with stylization and distortion.only after the firsts of us will be entering again in the raw power of primitiv art . i respect your work very much and understand your passion and urge to create but im sure anyone choosing this tool here in this forum is our companion and is free to choose is path.because among the imperfections and constant changes of the tool we are relly helping and learning from each others so we can use it for something interesting. then i would remenber you of that ciclades statues that are very interesting in their style .and also EL GRECCO the painter from Toledo nearby me as im in Portugal.as his style,and colors touch me because are simple and effective. and last i should mention VAN GOGH by the way he strugles with materials and use them simple and effective to present something .
  15. its like a kid always complaining about the same: the question is:how hard is to earn the living?and how far are you diverging from your own will in this balance?
  16. hi just to add that ZBrush Digital Sculpting Human Anatomy from Scott Spencer also in amazon is worth a try and theres lots good stuff in www.freedomofteach,com
  17. in order to get more from this program i would like to know about the use of: save specularity as alpha in normal map and save displacement map to alpha.under what circunstancies/workflows is this used and for what purpose? i mean there must be some utility for this. (in unity game engine for example, some materials (paralax bump and specular)use the spec map loaded as the alpha of colormap and a bumpmap can be loaded as the alpha of the normalmap) cheers moska
  18. i was thinking about that. now you can load your tex as custom image right there in checkers
  19. thanks yes ive been using clay its a very usefull program its addicting!
  20. forguive my insistence: i just clicked refresh all previews and it turns very bright is related to light intensity? how do it reverts to default?
  21. thanks for the bricks ill take alook on them. it wouldnt occur to me to use materials in the voxel surface mode! but its good idea!
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