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randomguy_j

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Posts posted by randomguy_j

  1. The leg and hip sway movement looks ok. Only critique would be it seems the arms are too far apart when she is walking. Also the secondary motion of the arms during her walk doesnt seem natural.

    Keep it up though! Is the environment something you made? Or is it UDK assets?

  2. Hey guys!

    Here is an update to this thread. The model itself is pretty much finished but still needs a prop and a pedestal to stand on. All textures are 1024 X 1024 and hand painted in 3D coat. This screenshot was rendered in Marmoset Toolbag.

    post-3521-0-56922800-1337718494_thumb.jp

  3. Nice job on the brush update! Like people have been saying GL is much faster then DX. I also have found that with most brushes I have been using, the alphas are much more responsive in LC mode then before. However, the RemoveClay brush seems to be really slow. My system will hang for at least a minute when trying to use a size around 70. After a second attempt with the brush I ran into this (See screenshot).

    This is kind of a side note but is there something in the works to improve brush performance in voxel mode with larger brush sizes? With a Quadro 3700M and a Radeon HD 7870 I noticed with smaller brush sizes everything is fine but with something large there is some really bad brush lag (especially during smoothing). Also are there any plans to put a move feature into the LC list? I feel that Move is very useful for pushing/ pulling things like limbs, torsos, etc. But if it had the ability to tessellate like other LC brushes it may be even more useful.

    Keep up the awesome work!

    post-3521-0-15333300-1336684604_thumb.jp

  4. The sculpt is looking good!

    Might I add though if he is really old I imagine his lips would be a little more wrinkly. Also the slight protruding line just to the outside of his eye, going down, slightly turning inward and ending just above the nostril line feels a little too wide and sort of breaks the flow a bit.

    I hope you keep at it!

  5. One way to is before using auto retopo with edges loops is to hide the areas that will have the hardest time for the retopo routine to figure out and get right like ears, thin edges etc...

    You could to do a test an auto retopo with edge loops and see what areas are having problems, then hide them with the voxel hide tool.

    Delete the first auto-retopo polygons.

    Rerun the auto retopo with now the problems areas hidden. You might to need readjust some of your edge loops and strokes too.

    Next delete the unneeded polygons and unhide the hidden voxel surfaces.

    Manually retopo and then connect the new polygons to the existing polygons.

    This way you avoid at least some of the tedium of doing it all manually and have few less auto retopo headaches...

    More stuff.

    You can set the depth of the hide tool in the E-Panel. I did not but it was just to show you a method...

    Also you can use the hide brush to hide voxels in a more softer manner and then smooth out those areas but remember to undo the smoothing steps before unhidng your hidden voxels.

    On your model the thin areas of voxels and the mouth area could have problems with the auto- retopo routine but you would have to run it to know for sure.

    Of course always have a back-up file if you forget to do something right... :blink:

    Picture is using the hide brush and a fast example of using the hide tool using the splines from the e-panel.

    Edit: Some of this stuff, I know that you have a good chance of knowing already but it can be helpful to others as well...

    Hey Digman.

    For your example head here Did you paint the wrinkles on? Or did you use LC/ voxels? Reason I ask is my system is pretty beefy but for some reason when applying fine details in LC (especially with alphas) it seems to have a hard time tessellating or getting the details from the alpha to look good.

  6. Ooooooh I see. Thanks a lot for telling me about the cube icon Polygoon. I saw a pic of what the mud and scratch brushes did but when I saw the example they called the scratch brush a claw brush. The way you add your masking and freezing seem a little unintuitive for voxel sculpting to me. Do you know if there are any plans from Andrew or Raul (I think those are their names) to add something a little quicker?

    You're right Digman as LC and surface mode does remind me of Sculptris. Thank you for telling me about the "Beta Tools" box in the preferences. It almost feels like I can sculpt like I would in Sculptris using LC then switch over to surface mode and add details like I would in Zbrush.

  7. Hello everyone,

    I use 3D coat mainly for its UV tools but lately I have been getting into Voxel sculpting. I use Sculptris a lot but I would like to take my voxels into 3D coat to eliminate a program from my workflow but to be honest, I am getting frustrated trying to hunt down features I read about in release notes and forums that shouldn't be too hard to find. (Took me some time to locate the autopo tool). Now from what I have read claw, mud, and inflate brushes are voxel tools. So where the heck are they and why are they not in the brush menu? Also how do you do cavity masking? Is there a way to paint masks yet? (I know you can use stencils but am looking for something like the same way zbrush/ sculptris handles masking.)

    Thank you in advance.

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