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michalis

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Everything posted by michalis

  1. If I was in zb, now I could find myself in front of millions of poly and lot of artifacts. Re topology is out of question, I'm trying to learn some real sculpture here, not just coping these hairs, these ancient hairs are almost abstract compositions yet realistic wow... Its not the first time I try to do an ancient sculpt. I just want to learn something not just copying. This, I did it in zb-blender some months ago. Sharpness looks ok but its photo-mapping not so real sculpture.
  2. Thanks taros, this is the point. Sharp edges. I haven't finnish it, I may increase the resolution, now its about 1.3 million. In this case I'll re sculpt everything, you know. Or using textures maybe. The other solution is to import it to zbrush, (blender-sculpt v2.5 is another solution, I'll import it there anyway). But first I want to see if I can finish it in 3DC. Any suggestions?
  3. Another one, working on the other side, no symmetry you see. There isn't such a thing in real life, there isn't any undo either.
  4. Or just discard the wrong file at once. Its easy to do have a wrong extension, thanks adobe for this. Even photoshop refuses to open the file BTW.
  5. Just started a new sculpt. This one from greek archeological museum of Athens. This ancient warrior, wrestler, whatever. A masterpiece. Anyway started with the traditional way this time, it was so boring so imported to 3d coat and... lets have some fun. Nothing wrong with the traditional way (blender), I just want to learn something about real sculpture, not topology. The last one is a quick test for textures (pshop).
  6. I just tried to import a mask, after this 3DC is not running. On Mac OSX. So you have not documentation at all sir. I found the solution anyway. Had to open the installation folder and trash the corrupted file. It was a jpg with wrong extension, easy to happen to everyone, Adobe knows why.
  7. So another newbie here (me), we'll learn 3d coat together, is there any class room? lol "A pure sculpture doesn't give life to a character, but a texture does." A pure sculpture is a pure sculpture, so my opinion is yes and no. We'll see about it, it depends on what we call 'life'.
  8. A first render test in blender, this gonna be a part of a much larger scene, is decimated to 15 000 poly, UVs and textures first pass.
  9. Here's a new one, all made in 3d coat, exported in zbrush for details and modifications. After five min work I exported a zb test render, some PP and here it is. Not much in zb, it just happened.
  10. These look great. I already said that. About the use of zbrush: The reason I bought a license of 3d coat was 'voxels'. Thats all. Re topology, texture painting etc just doesn't make sense to me as for an animated figure I need a base mess from scratch (blender), for UV mapping (even auto UVs I prefer blender), for tex painting I prefer blender or zbrush. I just love voxels (a fine instrument of art) go up to 500-1 million of poly, then to blender, zbrush (decimation in 3d coat is great BTW). (zbrush, project all etc) Consider this: 3d coat on a mac just crashes when quadrangulation and all these ptex is what I had in mind. (bad english, I know, sorry).
  11. Now, this update crashes all the time, so voxels are working, I can export a triangulated mess (decimated), go to blender or zbrush and do the rest. I can't paint any textures or bake or UV or retopo . Its enough for me but very disappointing.
  12. Ptex is crashing on macosx, 16 threads xeon macpro. Here's the record. Fix it please, it works with few poly models only.
  13. Thanks geothefaust from Oregon. Here's another test, decimated to 20 000 triangles, not significant loss, thats great. Exported to SketchUp, rendered via podium (kerkythea clone). A 'quick' SU scene in 5 min just for fun.
  14. This is ridiculus, a parody of classic sculpture (from greece to renaissance). Haven't finish the female figure yet (adopted from Rodin's famous composition, its a parody after all). I love 3dc. Some pp in phshp.
  15. Yeah, thanks. The trick is simple, two lights plus AO. A warm and a cold light, AO at 40 % lighting at 200. Cold light rather opposite camera, power at 0.4. Basic warm light almost from the top. Material is the default, just colored somehow.
  16. I really don't know where you all coming from. Is it a good start? It looks great to me!
  17. Thanks, that's very kind of you. @ditus: Someone from the blenderartists forum said that it looks like Tom Cruise. Haven't seen him naked yet though
  18. Thanks to Philnolan's support and patience I can work now, here's a higher res export plus displacement from voxels sculpt. A blender internal render, nothing special but OK.
  19. lol voxels yeah sorry. I also have a 16 threads machine here, 2 quads xeon running MACOS or Windows A free clay style sculpt really loves hi poly modeling. A photo-realistic portrait with eyes, pores, hair etc much less. (when rendering after displacement etc is another case of course). Its fun isn't it?
  20. Thanks so much, I really appreciate this. BTW Your avatar looks great. Now what I'm asking is to do some real sculpturing here, a clay like, Alberto Giacometti* like, not SG like. So I need real displacement or much better higher res exports to zbrush. Vortex is great and really helps to feel free as an artist. Retopology on what I have in mind is out of question.lol Have tried to copy some ancient greek sculpt masterpieces as a practice. You know what? I need the same face hi resolution everywhere. Vortex generates triangles, so I can export from there any res tri model I want. Not bad, I already work this sculpt in zbrush. What you have to understand is that this funny sculpt here needs 10-100 times more faces than the orc. No CG tricks here, that's why it looks like a real clay. I already modeled and rendered some nice more CG like scenes using 3dc, thats fine. To find a completely new in CG world workflow is what I have in mind, a more close to tradition art. And voxels is important for this. *Alberto Giacometti: http://en.wikipedia.org/wiki/Alberto_Giacometti
  21. I have some experience in 3d modeling, I wrote some blender tutorials too. I despairingly need to export a hi res model from 3dc. A quandrangulated one. What's the reason to sculpt in 3dc? A nice displacement map baked from hi poly mesh, not bump style painting. These tutorials are not helping me, sorry.
  22. Here some more. This WIP is stopping, without a tutorial I'm lost, sorry. Low poly exports and wrong normal mapping, thats all I have... Update: Thanks for trying to help subnolan. I need some tutorials that's all. I believe in reason, not experience you see.
  23. @splodge Thanks, I tried that and guess, crashing again and again, I really don't know whats wrong. Yeah, its the internal 3dc renderer. @philnolan3d Thanks, it was the first I tried, its not working, terrible displacement this way, please see attachment.
  24. As a newbie in 3DC (5 days) but having some experience in 3d (zbrush, blender), here's my first attempt. A two hours sculpt study. Thank you for this great app Andrew, you achieved something so close to real art, so spiritual. A question: How can I bake this (800000 poly) voxel sculpt in a low poly model? These tutorials didn't help. The only I achieved is to have a low poly export but terrible triangulated normal maps. Or a full res output too. In two days I easily learned retopo and texturing but I like to bake just a voxel model to a displacement and normal map.
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