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Francesco Mai

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Everything posted by Francesco Mai

  1. From the album: Digital sculptures with 3D Coat

    Created in 3D Coat and rendering in Cinema 4D with Physical Render just to achieve a good level of realism
  2. From the album: Digital sculptures with 3D Coat

    Second example of HDRI compositing.Modeled in 3D Coat and rendered in Cinema 4D with Physical Render
  3. From the album: Digital sculptures with 3D Coat

    First example of HDRI compositing.Modeled in 3D Coat and renderd in Cinema 4D with Physical Render

    © Francesco Mai

  4. Thank you soooooooooooo much for this update!
  5. Wonderful news Andrew and welcome back! It will be fantastic if the new autoretopo routines can use all cores of CPU for all time but I think it is hard to implement..
  6. Great news!!!Can't wait to test the new version deeply.... Congratulation Andrew for all your hard work on 3D Coat...
  7. Thank you very much,very smart and clever trick! Now I have a very good solution for some future projects.
  8. Every word is useless when a man like Steve goes to hereafter. Requiestat in pacem Very sad news
  9. @Michalis Hello my dear friend 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...
  10. @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)
  11. @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
  12. @Michalis Thank you very much for the detailed explanation..I run to test!
  13. 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!
  14. 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...
  15. @Garagarape @Michalis @Promethias Thank you very much for your posts!I don't know this VERY interesting news about a new and better decimator in 3D Coat.Can't wait to see it in action...
  16. Here you are another "fast"booleans voxel sculpture but this time was rendered in Cinema 4D (a real ray tracing rendering engine,not with the simple one of 3d Coat).For me is very interesting! No retopo,export as dense quads,import in ZB and decimated with the Decimation Master plug in.
  17. @Michalis...too kind!Exciting times for us digital sculptors!Many software with a lot of features,it only a creativity matter now...Let's sculpt!
  18. Some interesting results after few minutes of "subtractive sculpting" Rendering in 3d Coat. For me is conceptually very interesting what is possible to "carve"from a Voxel cube....
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