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Everything posted by L'Ancien Regime
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Right now my favorite command is "interface". All the panels just disappear allowing me a totally empty viewing area. It's much nicer just to call up the various tools and other panels individually by name at need. And calling "interface" can toggle them all back in their pristine default form. This is going to go a long way in overcoming my distaste for the wading through the clutter of all the tools that really deserve to be learned and mastered. And it so much easier to have one meaningful word to remember over a bunch of abstruse key combinations to learn, you know, like in Blender and Zbrush. Click fests are the enemy of making art.
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Concept Art I created while taking Jama Jurabaev's course on Learn Squared. Added an animated version of the first shot. The buildings were made using 3D coat which were then brought into Cinema 4D where I did the city layout. It was rendered in Octane, comped in Photoshop then brought back into C4D and projected back across the city geometry before adding the camera move. The final comp and fx were done in After Effects.
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https://www.behance.net/gallery/43773491/Singularity-Alpha-version?tracking_source=search_projects_recommended|3dcoat C4D, 3D Coat, Octane, Apple Mac Pro
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https://www.behance.net/gallery/109965061/BASTET-SHRINE-RUINS-(THE-PROTECTOR-OF-THE-KING-)?tracking_source=search_projects_recommended|3dcoat Blender and 3D Coat.
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Retopo...just what I wanted to discuss here. Andrew produced the first auto topology system all by himself years ago and it was an amazing accomplishment. It was a bit rough and often frustrating. Also I'm finding all the innovations for 2021 a bit intimidating to me so I've been sort of avoiding 3D Coat lately. I started tooling around tonight just trying some approaches with anatomy and layers and curve tool and came up with this and thought; "this would really be a tough test for autopo". The old autopo would definitely have crapped out on this one but not any more. 3DCoat autopo is unreal now. I'm impressed as hell. It's not appropriate for animation...no autopology system is really. But it's smooth and flowing now whatever complexities of topology you throw at it without any egregious glitches and that's really impressive to me. I"m thinking that MOI3D for hard edge mechancial stuff and 3D Coat for organic sculpting is pretty close to being the ideal workflow and on a tight budget at that.
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https://www.behance.net/gallery/94345779/Accident?tracking_source=project_owner_other_projects 3D Coat, Blender, Keyshot
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https://www.behance.net/gallery/80800717/TAITAC-Kodiak-X?tracking_source=project_owner_other_projects 3D Coat + Keyshot.
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The dual screen thing doesn't work at all. I'm using a Wacom 24" pro and an LG 4k next to it and the primitives come in totally stretched out, distorted. This is not the way to dual or triple monitor an app. Houdini does it best with Maya a close second. You have to have floating attribute editors that you can tear right off the main window and place around at wil and in justice to 3D Coat there is no sculpting program that can multi monitor properly. Sculpting programs have to run super fast since they handle millions of polys that would freeze up normal DCCs so you find that Zbrush, Mudbox and 3D Coat cannot off load menus and attribute editors as separate windows from their main window. Frankly I find that doing without multiscreening is not an issue. What is an issue is the manual/documentation. I would have liked it to be as good as Rhino 3D's at the very least. Asking for Houdini's level of documentation would be a bit of overkill.
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Is there any demo of the subd capabilities of the new polygonal modeling tools? What mathematical topology model was used? Good old Catmull Clark? It's all looking good. I like what I see.