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Posts posted by L'Ancien Regime
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Good stuff. Thanks a lot for posting this.
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very nice..
It's shaping up very well.
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Pretty slick! Your extrusion technique let me realize I could do the same to create a shirt collar (extrude along spline which I was ignorant of). How far (anatomically) are you going to proceed?
I'm going all the way, dude. Do or die.
This is just the voxel stage. As everyone complains, voxels are crude. Well I think I've proven here that voxels aren't THAT crude..
But then when I'm finished the entire skelton in voxels I'll move on and retouch everythign in surface mode using Live Clay. This will give me a great mesh for shooting powerful displacement maps.
Then I'll autopo all the parts individually and then I'll per pixel paint them for diffuse and normal maps
And then I'll start doing renders...of each part individually and then the whole.
Then I'll have to sit down and figure out an approach for tendons, ligaments and muscle tissue.
Finally, I'll have to work out how to do skin and subcutaneous fat, hair, nails...
Probably I'll work out how to rig it and weight the joints so it won't be all screwed up when I pose it.
When I'm done then maybe I'll know something about 3d graphics. I think I'll be able to call myself some kind of journeyman in the craft.
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very cool
you need to post more here.
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What a treat...bringing a test rib mesh in from maya and merging it into the scene then cloning it with symmetry in 3d coat actually worked better than duplicating it at a -1 scale over the x axis in Maya...
And moving the voxel rib around to shape its curve is actually easier with the 3d coat Move tool with a smooth falloff than it is to mess with soft selection in Maya..
Fitting the rib into the inferior and superior costal facets and buttressing it with the transverse costal facet onto the tubercle of the rib will be a piece of cake this way. Once again the strength of the voxel approach is made manifest; you get to shift and push and pull things around without any fear of overlapping edges, or tangling vertices or inverting faces past each other the way you do in polygonal meshes...
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These are great ideas. Basically I'd love 3d coat to make these changes and a few more so that I can abandon using Maya Polygonal modeling entirely and do all that stuff in 3d coat.
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About Octane Render
There is a request for an AppLink Exporter here
yeah but I was thinking of actually getting rid of the Render Room as is since the renders aren't that good there *in many cases they're actually a lot worse than the regular paint room workspace) and instead selling 3d Coat with Octane embedded right into it, not just with an applink..up the price of 3d coat to accomodate the licensing...
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Indigo render would also be a very interesting and powerful candidate for a bundled renderer for 3d coat...at 145 Euros...it's dirt cheap and super powerful It too is both open CL and CUDA compliant.
http://www.indigorenderer.com/
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Samuel Lapere is a graphics developer working at OTOY (which owns LightStage and Octane Render)
He is posting news at SIGGRAPH about BRIGADE DEMO -Real-time path tracing- in his blog
http://raytracey.blogspot.com.ar/
The BRIGADE code is based in TOKAPSPT, an open source real-time CUDA path tracer (Cheap realtime global illumination)
http://code.google.com/p/tokaspt/
Source
http://code.google.c...tate%253Dclosed
!Yep....Brigade is pure awesomeness.. btw your video is grainy not because of the technology...but just because the computer he made it on was a poor quality one. A $4000 computer would render that without all the grainyness ...it'd be photoreal.
why reinvent the wheel? Just install a new one.
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Thanks digman.
Thanks for the work and thanks for sharing your encyclopedic knowledge of 3d Coat with ua.
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So are you going to print these out when completed?
Well there's a lot of plans for this...this is just the beginning of the project...even just for the bones themselves.
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The spine is finally complete at least in its voxel state. Well there's still work to be done cleaning up the interface between the sacrum and the hip bones...
I had no idea that the Axis (Cervical #2) and Atlas (Cervical #1) were like this. In fact, good photos of them at all angles is rare, even on Google Image...I had to hunt around. And they are really hidden away on my skelton...
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I would love to see the render room brought closer to real-time renderers like Marmoset or even Element 3D. It's already possible to get some nice renders out and is quite useful for me.
But integrating a ray tracer (either within 3DC or some type of applink) would be useful as well. Something like Embree maybe so Andrew could still focus on other parts of 3DC.
Yep, Embree is pretty nice...
But Octane is the optimal set up for CUDA Open CL real time rendering and it's dirt cheap. $99 Euros..
and it takes all Maxwell and Vray materials and automatically translates them for instant use.
Andrew should probably reach a deal with them, embed it right in 3d Coat, advertise the hell out of it and add another $100 or whatever deal Octane gives him to the price of 3d coat..
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Cervical Vertebrae are the strangest and most complicated of the vertebrae; you can see it in the comparison to Thoracic 1...
The fine parts are looking pretty rough but there's not point in upping the resolution. I'll polish things up in the surface mode and add details there. Spinous processes will get the Live Clay treatment for sure. And they support the ribs so there's no point giving them their final shape and orientation until the ribs go in and they butt up against the ribs for support.
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Port him into M2TW...have an army of them...
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Thanks for sharing digman...outstanding stuff...
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I've been thinking it would be better for Andrew to totally ditch the render room, that it's a waste of his time and effort and instead take the dirt cheap ($120) Octane Render and totally integrate it into 3d Coat and then focus his abilities on other areas that would be more fruitful for him and all his customers. Like upgrading autopo to the degree where it would autopo hard edge scanned objects and give them perfect bevels chamfers and weighted edge loops on a Maya #3 smooth key type polygonal surface, basically a subd surface.
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When Renderman came out with PTEX, Andrew beat everyone to the draw in instituting it in 3d Coat within a month. Can he, will he do it again???
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The space left for the discs reminds me that my own have the proportions of tortillas from a life of manual labor. At least I don;t have the fused vertebra of the stevedore in Pompeii.
Yeah I've shrunk half an inch since high school...
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rectangular array for merge tool
in Feature requests
Posted
That would be nice for starters but a whole entirely more powerful and obvious measurement system would be great too. Merging could be the start of it definitely.