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Garagarape

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Everything posted by Garagarape

  1. little progress on the fighter. Almost only "toothpaste" + flatten and pinch.
  2. I started a new character. It is still very rough, but I like the pose. If it turn to be a good one, I'm thinking of making a 3D print of it.
  3. Thanks Wojtek! Don't know what to do with it though May be some day I'll try post process on it.
  4. Thanks Wojtek! I managed to get descent volumes combining your technique and Carlosan one. Importing image as a mesh takes a little effort, because it's hard to tell what will be the height of the mountain with a range going from pure black to pure white. Tweaking "Bump thickness" helped more than working on height map subtle values. The density and the mesh size created by "import image as a mesh" seem to be screen based. With the same texture I get completely different things depending on my camera being close or far from world center. Now I have to think of buildings or aircraft to put on the scene and give an idea of the scale... Thank you for your help. That's fun to try something new!
  5. I tried that already. The import creates another layer. Didn't find a way to force the import to use the layer previously created. It systematically gives a 0.6 density layer. But there's surely another way. Cheers!
  6. Carlosan! Thank you for the tip! I can't get a nice detail definition on the mesh though. The "Import Image as a Mesh" is a good workflow shortcut. It takes not much time. I like it. But I didn't found options to chose the voxel definition. It gives me a 0.6 density model whatever I do. I tried the stencil way described in Wojtek thread. Even with a 4096X4096 stencil texture (height map) and X16 definition mesh (26 millions polys) the result is too rough. I can't tell if it is a lack of density or if the height map that is not subtle enough. Also, trying to build a very wide area at once is may be not a good idea. I'm gonna make a few other tests with one stencil for each mountain rather than trying to build the whole scene at once. Well... may be the fail is due to something else, but I just don't get it for the moment.
  7. It does work! Thanks Wojtek! Never thought of this workflow in 3dCoat though I used it in Maya long ago. Still, I found it hard to figure out how high is the mountain while painting over the stencil from above. Being able to extrude it all at once like when you load a height map in Maya would be cool. The result on the pic is still rough. I guess I have to rework the grey scale map.
  8. Oh gosh! I had no idea it was possible! Thanks to you I've learned something today. Have to test! Sorry for the type miss. I meant "Great Piece" of course. Thanks a lot for sharing your attempts. Cheers!
  9. Great scene! I like the fact that you kept trees and birds, even it is Science Fiction related. What do you mean by height map in 3dCoat? You can load greyscale maps on voxels to give them volumes? Nice peace anyway!
  10. Oh! That's cool! If I had a good camera, I'd try to make environment maps with a mirror ball too. The shoe model is great. I wonder how many polygons you have on it (but I wouldn't dare bet on it).
  11. Hi there, If I'm not wrong the "surface mode" precisely allow you to work on a hollow model. Compared to voxel mode (uniform density), you can locally increase density with tools like "live clay" and work on details without increasing the whole model density. You can switch to surface mode by clicking "V" in the Voxtree. Hope it help!
  12. Hi! Happy to see a new member work! The more you refine your character shapes in 3D coat, the more the paint-over in Photoshop will be easy. With a good rendering within 3dCoat, you'll get the light info that makes the paint-over process easier. ShadowRun is great. I like the slightly colored dark atmosphere. You've got plenty of handy tools in 3dCoat to speed up the character creation process (Cloth for example). I think there's a video about it on my Wip thread around page 40. Keep on the good work!
  13. I gave a shot to Shapeways 3D print services. That's cool to be able to hold a 3dCoat model in the hand!
  14. Hi David! Happy to read you! I thought of you when I went to my sister's wedding in South Carolina a few months ago. Actually her husband has some family in Texas. The trip was too short to escape from Greenville and try to meet friends. May be next time. That was my first time in America and I was very happy to discover your country (well, at least a tiny piece of it). Yes, the soldier girl is not perfect, but I've changed the legs position three times (this is rotating parts in Photoshop, for it is not a skinned model). I'm kind of done with it. I tried to follow Tony's advices, but I didn't managed to tweak it good ("Whip it good" Devo) . In fact she's stepping forward just after she took the saber out of it's sheath. I wanted to suggest that move by the blur on her right arm and the cloth floating. But it's a fail. Have to rig the model probably and take more time, but I want to start something else. Toolbag3 seem to be a wonderful tool. I may try to make another character to test it. But for the moment, sculpt doodle is fine. Cheers!
  15. Great work! Thanks for the videos! It's always refreshing to see other users workflows. I like your machines design. They'd make nice computer towers! Or assets for Science Fiction movies.
  16. Reworked the feet a little (Picture above updated). I'm not sure it is exactly what you had in mind Tony; but at least you made me change it for better. Thanks!
  17. Thanks Tony. The left foot, seen from us? Or the character left foot? I'd like to try to fix it. I wanted to make it dynamic, but, yes, it's a bit odd. Merry Christmas!
  18. Ha ha! Good idea! You need a fuse on it! Sorry I can't help to turn it into a Team fortress 2 asset.
  19. I didn't want to left the previous work undone, but had no time to re-work the 3d model. Finally I used smart materials on metallic parts, did a render in 3dCoat and arranged other parts in Photoshop. This is not perfect, but I'm happy that somehow this character is finished. Leaving things undone is like a lost battle to me. Not a Christmas related work, but... ... Merry Christmas to you all!
  20. This one's better (more contrast and less saturation). Paint over is fun and easy with a 3dCoat model as a work base.
  21. Here is the final version. I'd like to put it in the finished work gallery, but it's more a paint over than something entirely done in 3dCoat, so... may be not.
  22. Great! I particularly like the two last shots! + Purple accent on the third one.
  23. Cool alien bad boy! Nice material feel and render!
  24. Cool! I like the theme and the animal. As always, I counted the tentacles... Forgive me. That's a stupid reflex. Keep on the good work!
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