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michalis

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Everything posted by michalis

  1. And some render previews. I'm already working on another two statues. A scene about a museum, a rather huge scene.
  2. OK this what came after all these, I had to work in zbrush too, I had to modify sculpture in blender sculpt mode after first render tests, I always do this. The whole group is ~40 000 poly. Displacement map for the first 3 subdivitions, normal map for another sub levels too. All these in zbrush because if I had normals for the base model then displacement wont work as it should. But I'm sure you already know that problem.
  3. very nice indeed . I suppose its voxels sculpture, then surface sculpt, am I right? Three voxel layers?
  4. Hey ged, thats almost sad isn't it? These are really great, at least, I believe they are.
  5. lol artman, com on there isn't any good greek beer (any special I mean). I was drinking a heineken. But we have some good wines indeed. We are good drinkers too. We have economical problems too. Beer whiskey vodka wine champagne etc etc and of course 'raki'. lets concentrate in 3d its more healthy... (I said that?)
  6. wow, artman, how can I thanks you for these. Indeed I know how to retopo and do UVs, I'm a newbie in 3dc, not in blender or zbrush lol. Thanks for your time, you should post this as a tutorial. You made my day, no, my night, no, my nights. Time to have some beer, really...
  7. Thanks TonyNemo, but thats what I don't understand. How to deal with the pose? I certainly don't want hands and body become a mess. Anyway here's a preview of the whole composition, texture overlay via pp.
  8. These are colorful and lovely, you should render a scene.
  9. OK another one. A boy and his... duck. Duck is coming soon. And a base etc... I like to finish it here in 3dC. For the moment is in voxels mode at ~one million faces. I'll increase resolution and go to surface mode. Then what? I'm still a newbie. You can see hands and feet are not in right position, His hand must touch his bely, how can I avoid voxels joint there? Feet too, these have to touch each other... How can I go for a 100-200 k model, retopo+UVs+textures. And at the same time export a very lo poly model too? I missed lot of things here, I'm trying to learn 3dc. For this one I used, except increase and move of course, the fill and clay tools. Fill tool +ctrl especially combined with scrape is similar to zb flattener (I love this). An idea is to have this combination in one tool, is this possible?
  10. Be aware of the perspective camera, these 'reference' photos use tele in most cases. It is always a problem for me.
  11. ears look fine philnolan. Maybe its the perspective camera that confused me. All these as long as you have symmetry on. A nice portrait is coming here.
  12. "but often i get artefacts after merging the model back to voxlelmode" This exactly is the problem, never go back to voxels. Its like exporting the voxel model to zbrush or something. So I followed 'Taros advice', subdivided the model jumped to surface mode and finished it.
  13. Do you mean pinchbrush in surface sculpt mode? I had some nice sharp results using this. OK its not a zbrush crispness, but zb has created a style, I'm not sure if I like this so much. Real crispness comes from real nice drawing IMO. Not from tools. This is a fine model once again.
  14. Thanks ged, markusF, please visit gallery of finished works. There's some better versions of this last one. BTW, ged (Ursula LeGuin's 'ged' ?) you may also see it in an archeological museum, or (and) in your dreams, or even in a spaceship (hollywood has done this too...). lol cheers man thanks again.
  15. Thats a nice figure, simple yet very artistic, well done.
  16. Well, well done. It has this 'toy' feel, I love it. There is this still this softness though. Its common in 3dC models. But its easy to get rid of it. In 3dC I mean.
  17. Looking good so far. Just some mass on the back, it will help you understand the shoulders. Another look on ears before turn off symmetry. One of the problems with voxels is when using the move tool it blurs details.
  18. Very nice. How many poly is the maya version?
  19. First test render in blender. I need some more crispness. Its a 40 000 poly model.
  20. I don't know who is he or she. but you wrote this: "I'm also very bad with anatomy, so I'm just mimicking what I see in my reference photos. " Let me say this. (IMO) Few days ago I visited the famous 'archeological Athens museum". As I was looking at these masterpieces this came. Ancient (greeks) were not shy, not shy at all. Everything in universe was an opportunity for them. A challenge. Looking at these male or female nudes there, you could think that I'm talking about homo... or something. This is not the case. These men were touching, feel ... when other great artist in renaissance started anatomy. Anatomy vs feelings. Think about it. I mean that somehow we all know how to sculpt a human body. Its inside us. Sorry for my english. I almost forgot it. You have a mirror haven't you?
  21. Here's a final voxels sculpt, a Zbrush preview too. New zb UV mapper is great, but imported again in 3d coat and textured there. Please find me a stand alone app, you wont because I'm an artist lol.
  22. The voxel sculpt mode almost finished, its just a test for texture via pp. Its not crisp enough but crispness its a matter of composition sometimes.
  23. Good advise, thanks Taros. I'll do it. What to do with a high res model is another question. Retopo? If so then I should follow the 'traditional' approach. I could finnish the whole thing in blender. There is a confusion here, I mean the voxels approach, haven't found a satisfied workflow so far. But I will lol. Having a license of zbrush I can just export the voxels tri decimated model at ~20 000 faces to zb, this lo poly (tri) model is comfortable for more sculpt there (sounds funny but its OK for me), new UV master there works fine etc etc. Lets face it. ZB is more efficient for surface sculpt (for the moment). We all want to see a standalone 3d app, but is this possible?
  24. Yeah, thanks cube, its an interesting conversation, really thanks for this. Its too early for me though, this is the first major experiment for 3DC. A million or two poly mess should be enough for this model. I'm not really interesting in pores etc, but the crispness of shapes is my concern. I'm not sure if voxels technology can support direct texture painting. Now I have a fine topology (detailed) in blender as a base mess, I can go to ZB and finish it. But this topology doesn't really help. The crispness of these statues is great, I have to use tris for this. We must not forget that this is an existing model. What about improvisation? Voxels is the best instrument I know. BTW I never liked these zsperes 1 or 2. Imagine me to work on these hairs trying to understand what the ancient artist did, placing some 'worms' here and there. No sir I wont. I even love this softness in 3DC (OK, I don't really) About the British Museum: We have lot of masterpieces in greece, but there is the greater act in history of art (IMO). Pheidia's super sculpture... the marbles of Parthenon. (Elgin's marbles?) no (Pheidia's marbles) he he. I mean these look fine where they are, I visited them lot of times.
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