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michalis

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Everything posted by michalis

  1. Exactly, now go to paint room, paint some bumps and you'll have some lines on this grey square. But, indeed there's a much more complicated workflow, involving texture baking tool, exporting a hi def topology etc etc. This will give you something like a real displacement map. You have to subdivide topology to millions. My MacPro 16 threast xeon just crashes. All this conversation is about 'how terrible GUI zbrush has' remember.
  2. Read carefully phil, when I say decent I mean it. Here is 'your' displacement. Its simply a translation of some normal edit I did. NOTHING. I tried everything, I'm almost sure that 3DC doesn't support displacement maps. Show me something in the gallery and say 'see this, displacement maps'. REAL!!! As Zbrush does!!! As Blender does!!! Oh my god... DO I ASK TOO MUCH FOR AN APP I PAYED FOR???? I want a dis map from the 5M voxel sculpt... And symmetry support for the mac version. Nothing else. You can play with your ptex experiments, not my concern. A stable app please. You have too.
  3. "One thing that stops me from buying zbrush is the interface." Has anyone managed to export displacement maps (decent) from 3DC? If yes, (haven't seen so far) explain how. Zbrush may have a weird GUI but how you call all these actions you have to do in 3DC to get a dis_map? If you still call this 'displacement map'. A displacement map from the voxel model please. Not from a low definition skin. No, zbrush GUI sometimes seems excellent to me.
  4. I hope someone will read my post here and fix the symmetry problem. Symmetry works fine in voxel room but its a disaster in retopo mode. I used the 3.2.10 beta and had to subdivide and relax to make it work. But relax tool is not what I like. So after all these troubles, after loosing crispness etc, (I think its impossible for 3DC to bake displacement maps, FROM THE HI DEF VOXEL MODEL) etc etc here is a smoooth blender render. Sorry my friends, I was expecting something better.
  5. For the rest of this long story with so many bugs report and a SOS in the end, have a look here, second page: http://www.3d-coat.com/forum/index.php?showtopic=5523&st=20
  6. Of course, I exported the voxel tri model, works, re imported to voxels room as a ~5M (? lost all details), quadrangulate and paint (auto UV) and here it is working but I don't like it. In 3.2.8 this time. where is the problem?
  7. I re installed 3.2.8. Same disaster here. Every time I open this model, 3-4 volumes appear in voxel layers. ??? Didn't retopo this time, just quadrangulate and paint, auto mode. But again the same error. Its a ~5M voxel, as the one I posted before in this thread. Exporting decimated tri model from voxels works fine. Exporting the retopo low poly model works too, so this has imported to Zbrush, here we are, sculpting again, texturing again, but I really dont need 3dCoat for this. This 3d coat.
  8. 3.2.10 (GL) 1. the first kernel panic on this machine in one year (macPro 2 xeon 16 threads) 2. After restarting the app symmetry worked, so i retopoed it. 3. Trying to bake textures I get these trashes. 4. Most important: Lost all the crispness of the model. Now I have to do it again. Can I go back to previous version? This 3.2.10(GL) is not stable and doesn't work for me. Can I have two or three versions?
  9. So, retopo. Symmetry is on, works fine for sculpt but DOES NOT seem to work for retopology. What am I doing wrong now?
  10. Thanks digman, if this helps then it makes me happy. This scene I have in mind, has to do with the recent news about economy of Greece. A question: what is a 'cavity ' map? its a displacement map? or a bump map? Or this well known trick in ZB, when adopting a relief kind of a displacement map?
  11. Took a weekend, almost finished, retopo now. The second image is a 'sketch' via PP for a scene I have in mind. This background is from new full 3d Athens center (google earth). Final scene will be different of course
  12. IMO, scrape tool is close to real sculpture, cutting clear faces is very realistic. Scrape likes a larger tool setting not a very small one. Pinch tool helps for smoother yet sharp lines.
  13. Another update, working using scrape and pinch mostly. I think I'll transform this to a russell crowe portrait. lol When speaking of Rome, well...
  14. Muscle tool is a useful tool especially when using with scrape tool for sharper edges. Some very nice forms this way.
  15. Now at 4M, a better move tool (wishlist).
  16. LOL, I wont artman, I'll go for retopo. Auto quadrangulation results to cross guads to diagonal lines (sorry for my english), a simple decimated tri export from voxels its more handy for surface sculpting (zbrush). Even some expected artifacts are not so bad, UV master works fine too. No, retopo is the next step here. Even without symmetry. Here's some new progress. Move tool is killing me. lol Eyes modeling now.
  17. "Careful where you ask about the trial version. I asked that same question on ZBrush Central and now I'm not allowed to post their anymore." I'm still there phil. And you've already notice that I don't keep my mouth shut. @geo_n "One thing that stops me from buying zbrush is the interface." You don't like zbrush GUI? Weird. lol Of course they don't have a mac trial for any version. Mac users (a lot there) still waiting the v3.5 update. etc etc Its the surface sculpt tools that make zbrush a great app and that it runs smoothly in any machine. It has a terrible render engine, a terrible perspective camera too and this GUI But exports great displacement and normal maps, nice tools for setting a pose too. For these last reasons I import 3DC models there. IMO, voxels is the only true environment for real sculpture.
  18. Some progress, now at 1M. Still in symmetry. My question: Sooner or later I have to stop symmetry and fix the pose. How can I retopo then? Easily? Can I have topology and then set the pose in 3DC? Can't go for serious sculpture with symmetry on. Any ideas?
  19. Have a look here, you may want to merge it as well. Its a simple ear, not so many details needed. Ears look more detailed when rendered.
  20. "I know for a fact that it can't bake to a different UV" Zbrush can do this, with some loss of detail (to tell the whole truth) Blender can do it too, a little tricky but it works. I'm sure that some other apps can do it too.
  21. Lets see how this will come to 3d. The emperor. Still in symmetry, still at 200k voxels. Just an overlay to test some texture ideas.
  22. Download stops at 1/4 of the image Phil.
  23. Very nice, I also prefer the second one. Now its time to choose if you go to topo and surface sculpt zbrush like, or increase voxels and do the rest of details there. I'm wondering what's the best for these models.
  24. 'Relax' topology, fixes this. But I don't have wrong topology. The High poly model I used to capture the map looks ok, I imported it to blender. Actually it looks great. At ~400 k. Its the quality of the map I don't like.
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