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G_I_B_B_O_N

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  1. Thanks again for the tips michalis. For not animated sculpts I'll definatlty be trying this method. Much appreciated.
  2. Thanks everyone for the help. Much appreciated. Thanks a lot michalis for the projection tip. I'm probably not going to be using autoretopology, so the method you gave me sounds great. From what I've seen, the autoretopology is pretty amazing, but I need the control of the stardard retop right now. michalis, I totally agree about the zbrush/3DC pipeline. It's extremely efficient and you get the benefits of both apps. I also have used blender in the past for uv's and agree that it is great in that regard. I only have a bit of experience with 3DC's UV tools so far, but they seem to be much more friendly than blender's from what I've seen. What keeps you in blender? O, and BTW, yes, I am the same G_I_B_B_O_N from the zbrushcentral forums. I know I'd seen that name before. I have a big appreciation for traditional sculpture. I love your sculpt of the young boy you did. It was a great render in Blender as well.
  3. Hi, I'm a Zbrush user, and after watching 3DC progress for about a year now, I decided to pick up a copy (edu edition as I'm a student). I've already got it working great for retopology and UV's. My current workflow has been Zbrush sculpt -> 3DC retopology and UV's (maya for mouthbags and such) -> Zbrush reproject and texture paint with some PS. This has been working great for me, but with the advent of ZB4, it's abysmal implementation of paint layers, and the always irritating polypainting workflow, I've decided to try to use 3DC for texture painting. I've been playing with it and I didn't know that it also did such a good job of texture painting, but I'm having some issues slowdown. Right now, after retopology and reprojecting the details in ZB, I've been importing a mid-rez (800K - 1 mil) mesh into 3DC in per pixel painting. I use the settings: no subD, no smoothing, keep UV's, and 2k map size. I was trying to paint a head at this polysize and though lower poly areas like the back of the head stayed fast when painting or projecting, higher detail areas like the eyes, nose, and mouth incur major slowdown issues. I was hoping someone could help give me some advice on the best way to get meshes detailed enough into 3DC to paint them well to work. Are there any tricks to make things faster? My computer stats are as follows: Athlon Phenom 1055T 6 core processor 8GB ram Geforce GTX 260 3DC 64 (Cuda) O yeah, one more quick question if anyone has the time to answer it. I'm interested in incorporating voxels into my base sculpt workflow. After retopologizing a voxel sculpt, is there any way to project finer details on the new polygon mesh, or is it just better to lay out the basic forms in 3DC -> Retop -> Zbrush to finish sculpting? Thanks to anyone who can help me out.
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