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Mr_Nitro

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    vfx, shorts/movies scripts, concept art.

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  1. Hello there, I 've been busy with things, here a little update on marine theme:) hope you like... I will add some environment soon... cheers mrn
  2. I agree on both points, but why no going the full way and apply real volumetric fractals and deformers? it would be ace. I've to admit that I'm playing with Acropora (voxelogic.com) and it's awesome in some regards...I would love to see those deformers/gradients applied to 3dcoat voxels... one could do super ace things. I'm thinking about post a mixed work, just to show the possibilities. mrn
  3. Hello, personally I would love to see Acropora-like ( www.voxelogic.com/index.php?option=com_content&view=article&id=30&Itemid=30 ) voxel perturbators. Fractals/gradients/voronoi, perlin.. they looks like a must to any serious big scale, complex , organic modeling arsenal. it would be great to be able to generate on the fly natural scenarios and then go in and tweak stuff the usual way... or vice-versa, build precise shapes and then be able to powerfully modify them... think about noise + gradients.. you can do amazing things. (btw... that company looks very small.... just saying..) my2cnts mrn
  4. Point is, in my case I'm after pure concept, which is to me one big advantage of voxel workflow (not being tied to some basecage..etc). for me it could be something like this: system A : pose layers ala ZB, you can pose/unpose using a deformative layer, and the deformation is made using bone-like permanent system. system B: create a more sophisticated 'wire' deformer, that sticks on the surface and allows user defined cross sections, and remembers the original voxel set it was connected with (I might do some illustration to clarify the whole thing, if any interested). it also should remember it's original 'bind pose' so you can reset it to start point again. In general I think a 'live' system would be a very nice way to go, by live I mean deformers and generators that are somehow connected to the surface so if I move/rotate the model, nothing will go crazly broken cos deformers are not following. my2cnts mrn
  5. Hello, here's a little preview for a new 'warrior' type of character I'm doing. I've also a little question, how comes that when I use the pose deformer to pose the index finger when I release it it select whole hand and moves the manipulator away from my initial clicks? I tried radious/falloff... but no help... whats your workflow? thanks. mrn
  6. Hello again, here's some other earlier test/concept... I will had some props and magic casting spells... floating stuffs maybe... lets see:) and well refine the whole thing more... cheers mrn
  7. Hello, excellent, that's it! Also maybe it would be nice to have it on the right click on layer commands? or in the Symmetry directly too, just saying.. Great work anyway... this is what modeling had to be ages ago:) cheers mrn
  8. Hello, maybe there's already a solution so I'm sorry if it's redundant... but here it goes: I find myself in this situation: very big voxel object, for some reasons it went bad with symmetry sculpting, so it's not perfectly symmetric anymore, so now I need to cut it in half, duplicate with symmetry and merge.. but with a big object it a little awkard and prone to errors to do that by hand each time..etc so one useful tool could be be one that : 1.Select the layer you want, apply Symmetrize, pop up that ask which part to keep, hit ok 2.then it cuts and discard the unwanted part according to the current symmetry settings the duplicate and mirror the good one, and merge it into a new layer. let me know if I missed something thats already exisiting:) my2cnts mrn
  9. Hi, I probably do something wrong, but it happens that some layers when exported using Export Object to obj files outputs the geometry scaled up or in strange position/rotation. I tried to cut&clone to a new layer or to use the 'to global space' .. but no luck. Whats wrong?? thanks mrn
  10. Hello, thanks I plan to do a serie of these antropomorph beings... in various situations...lets see if inspiration doesnt fade eheh I tried to export for PPP, but it takes huge amount of time... (well my box is not super powerful...and only 4gb ) but I will try the MV too... it's a little confusing this whole process... I mean... lots of paths to go... Will post some updates... mrn
  11. Hello Earthlings.. my latest sketch... plus one question: am I stuck there? I modeled the thing all with voxels... but now I 'm afraid it's too detailed for a lowpoly + displacement (and normal) , I tried some exports.. but with horrible results... any suggestions? thanks mrn
  12. Hi Digman, thanks for your reply, well I was aware of that feature, but I was more talking about 'interactive' behaviour and in voxel mode. But indeed downgrading volumes has a similar purpose, but modality and how it works is not what I intended in the original post...also for big models is a quite slow process... One weird loophole arises if you click downgrade then switch back to voxel do some modifications , then click back to the restore downgraded (either from voxel mode or surface) it will erase your voxel modifications, if it is intended for surface only modifications then it should not permit you to switch to voxel while in downgraded mode. As for lattices I saw many are asking for those, is there some news about them being considered? Thanks mrn
  13. Hi there, I thought I could give a little hint from my some of my old work experience with huge volumetric datasets, maybe it's already implemented or has been discarded for other reasons, but I'll give it a shot... Q: interacting more smoothly with huge voxels sets when using volume deformers(pose, lattices?) A: what about applying a per-pixel stochastic sampling of the volume underneath? (doesnt even need to rebuild the surface, just display coarse voxels) it would be real useful when interacting with deformers like Pose, Move..etc.. you can have very smooth feedback and when you're done it will compute transformation to all the other voxels, also you will be assured that the sampled voxels you see are actual real part of the set, not some approximation (in terms of position etc). It can be a viewport mode (so you can set % of voxels displayd) or on demand per tool. --- and as for more down to earth thing... Lattices(or even better cage) anyone?? please... keep up the great work! cheers mrn
  14. hi there everyone... new to this place... even tho I made a post in the general section but it did not appear... how long does it takes usually? cheers mrn
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