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Francesco Mai

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Posts posted by Francesco Mai

  1. Good morning to everybody.Sorry if was quite far from 3DCoat's forum..

    I will try to give more participation now on these pages.

    I want to show you some studies on internal shape of a voxel sculpture...In half an hour is possible to create something that some years ago needed al least half a week to create..Incredible power of voxel sculpting...

    All created and "cut" in 3D Coat:exported and rendered in Cinema 4d.

    I hope you like them!

    post-2589-0-56538200-1337078812_thumb.jp

    post-2589-0-77404600-1337079011_thumb.jp

    post-2589-0-49647700-1337079026_thumb.jp

    post-2589-0-14616600-1337079047_thumb.jp

    post-2589-0-19645900-1337079060_thumb.jp

    post-2589-0-13564400-1337079075_thumb.jp

    post-2589-0-74551900-1337079088_thumb.jp

    • Like 1
  2. Ok let's give some new life to this forum....

    Here you are some new studies from voxel sculpting and a creative use of the "cutoff"tool...

    The sculpture is the same in every rendering but seen from a different view.I like very much clone it

    and create a sort of couple.

    All created in 3D Coat,exported and render in Cinema 4d.

    I hope you appreciate them :).

    post-2589-0-58322900-1336472069_thumb.jp

    post-2589-0-24289600-1336472085_thumb.jp

    post-2589-0-52555700-1336472104_thumb.jp

    post-2589-0-37509400-1336472117_thumb.jp

  3. Right. But there're tricks that produce almost the same results. I may write a simple tut but where should I post it?

    In general, one light only can work as a ray tracer. So, for accurate results, multiple passes is the best way (combined in Ps)

    Interesting Michalis,I suggest to post your precious information in off-topic area,in the Zbrush R2 thread.Usually

    I prefer real ray-tracing for better result "as real".But I also know the time is 10/100 time lower in fake ray tracing.I am

    sure that for some fields BPR can works very well in very short rendering time.

  4. Beautiful results Francesco! And impressively sharp.

    Are these both BPR renders? Still digging this engine and start loving it.

    Hello Michalis,thank you for your kind words (ans also for your speed in posting,as

    usual!)No,the rendering was not in BPR,both in Cinema 4D.But also I noticed that

    the new ZB rendering engine is quite impressive (a part real ray-tracing of course).

  5. @steelbug Thank you for your kind words!

    @michalis Hello my dear.The same for you!Concerning the use of DynaMesh,well I found that "convert"a raw multi-millions

    sculpture from 3D Coat (no matter if dense quads or exported as is) give a much better smooths in rendering

    with reflective materials ( I mean really no artefacts at all!).Of course I can smooth in 3D Coat but with DynaMesh the

    process is much more faster and I can also well control the number of polygons and also use some polish tools

    like the new one called "Clay Polish".

  6. @francesco

    Is this what you were trying to retopo? (quasi or any other method after all)

    If my method worked I'm very happy for you. Basically you're just lucky.

    LOL

    these days all friends here getting crazy. What else can I say. Oh may. Not a subject to retopo manually.

    Listen, seriously now, you have to subdivide the mesh in parts and group it before exporting. Some elements like these spikes could be build directly in the basic app - renderer.

    Let's be practical now.

    LOL

    No jokes now, very interesting and impressive sculpting here Francesco.

    Wrong topic to show it.

    Congratulations, I love them.

    @Michalis

    Hello my dear friend :thank_you: thank you very much as usual for you kind words.

    Good suggestion also the technique of dividing the main shape,especially on "fragile"areas like spikes...

    Yes,I applied the words you told me yesterday

    "1. Just bring dense quads in zbrush.

    2. Duplicate it under tools palette-layer like

    3. Activate dynamesh on the copy. Try lower possible settings to capture the basic topology (watch carefully on spikes and holes areas). Try to keep dynamesh less than ~50-70K

    Here you are. Subdivide it as needed (~5M I could say) or more.

    Use project all to snap it on the original densequad mesh. Watch carefully the "distance" parameter near Project button. By default is 0.02, try 0.2 to 1 values. Undo and retry.

    Here you have all the details from voxels on a multi resolution mesh. There're new slice tools that help you to divide it to groups. Use UV master (enable group support) and have a map for baking, transferring polypaint or go back in 3dcoat for PPP if you like."

    I will post in another thread..Sorry for intrusion but I was to excited to show them!I am sure that in few days more and more are coming...

  7. Its cool, but I like densequad better,result is closer to source.Very interesting tough. :)

    @Andrew I try the "new" command Retopo->Vox cleanup and I have to be very surprised (and happy) for the VERY cleaning results!

    @Michalis here you are some fast doodles created in Voxel room and the rendering in Cinema 4D from the quasi autoretopo technique involving DynaMeshyou suggest all us..

    But now with the great discovery of Export projected quads the results will be a very clean mesh without stellar artefacts..WONDERFUL (of course for my type of work,maybe for someone else all this have nonsense)

    post-2589-0-83444400-1317314726_thumb.jp

    post-2589-0-96694700-1317314742_thumb.jp

  8. @Michalis

    I try your suggestion about retopo with Dynamesh and IT WORKS VERY WELL!

    There is only a little problem:if I have a 50/70k and divided until some millions (as you kindly suggested) after the projection there are strange spikes artefacts (I try every distance from 0 to 1!).Instead if I start with a hi res mesh(dynameshed at 1024) I have PERFECT and VERY CLEAN resulting

    mesh!.Any ideas?IT is a problem of UV,store target.I don't know what I think.I try also to fix mesh,holes etc before Projection.It's not a great problem:at the end anyway I obtain a very clean mesh but as you can well understand, I prefer have a multi res mesh instead that a only,big one in polygons!

    Thank you again if you have some time to answer me :help:

  9. Wow! Really great skills!

    You really inspiring me. Looking at the picture I got idea how to do some volume to be light source in scene.

    Great news!I believe that a better and strong rendering engine could make the difference.We need also that the shaders (if possible)

    need more practical parameters.In my dream reflection and refraction inside 3D Coat render room!

    But now come back to the main theme or rather Zbrush 4 R2.)I test for half an hour the new DynaMesh..Everybody know that it is a combo of scripts but at the end it makes a good work.

    @Michalis.I ask to you because you are quite involved in this topic:A part the method you suggest for Sculpris which is,in your opinion the best way to have a clean topology from my sculptures (you know that they are everything except bipeds,faces,robots and so on) from pure dense quads VOxel (10/20 million polygon) to Zbrush DynaMEsh and try to maintain the maximum details?I found that an method is to convert the mesh in DynaMesh AFTER a good decimation with DEcimation MAster.By the way any suggestion for the menu DynaMEsh proprieties?I see that there are some parameters that are possible to change...Thanks in advance!

  10. Pixols are 2.5D voxels.

    Everything get dropped and picked from the canvas like Projection Master but operations are so quick that we dont see it.

    This is why you cannot rotae camera and do a stroke at the same time,even camera movement count as a stroke.

    This is also the reason you will never see 3DConnexion device support in ZB.

    What Dynamesh does,and Im purely speculating here,is live remeshing+projection but instead of using Old Unified Skin it probably use

    a newer method of remeshing maybe closer to the quadrangulation method Dr.Petter is working on

    post-1195-0-75637600-1315924790_thumb.jp

    Its maybe not this method right now,but its definetly not old Unified Skin,its a too much limited method to achieve good remeshing in alot of cases.

    Maybe I am little off topic but with 2.5 D is possible to create very interesting things such as....

    Anyway like all us I am really very curious to discover how next release of Zb will be..A lot of Voxel I suppose...

    post-2589-0-50785300-1315932901_thumb.jp

  11. Hi...been using 3d coat for making 3d concepts for a while. I usually do a Zbrush and Photoshop pass as well, just for sake of speed. Here's a few recent hard surface tests. Hope you guys like them:

    - Pete

    Valve Software.

    Pete,very very nice artwork!There are so few interesting images in this forum.It looks that only novices post images,I don't

    know why.Where are the Great Digital Artists?Only with Zbrush?

    Sorry for vent.Anyway Pete you have a very good use of voxel sculpting,composition etc...

    I read Valve Software...Something related to Half Life 3 ;) ?

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