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Hammers

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Everything posted by Hammers

  1. Sorry for the previous image. I rendered a png with transparent background, which translated to white when I uploaded. I can't figure out how to edit the previous post so here's my next render which is easier on the eye. Now with flame! updated eyes and a bit more grooming. Really going to stop showing now till I get to a final image contender
  2. Great bust digman. Speaking of bust, it looks a bit like some nipple shape behind the top of the blouse, but if so they seem very high up, anatomically speaking. Don't get me wrong, I'm all for nipples, but I think in this case the sculpt would work better without. Fine work in any case. Inspiring scene too, very Pompeiian.
  3. I posted the same issue a while back too, also a slightly paranoid n00b. But it looks like it's now a known bug that has appeared. http://3d-coat.com/mantis/view.php?id=1530
  4. Thanks for the comments guys Had to break for other commitments, but here's another WIP with more armour, refined hair, eyeballs and whatnot. Once I unravel the mysteries of Cycles flames, I'll set his tail on fire, do a bit more grooming, and work on lighting and setting for the final. Haven't had a lot of success with SSS in cycles yet. Anyone messed around with it much? Complicated by the 2 UV sets on his body I think - same with the spec map. Anyway, such fun
  5. OK, time for an update. I had some strange challenges transferring UVs to Blender, especially using two UV maps on his body mesh, for his body and head. But found a solution that works, and have started working on cycles shaders and hair/fur. No proper eyes yet and much still to be done, but here he is for now
  6. Thanks Tony. Yes, my plan is to switch to Blender Cycles for rendering, and particle hair/fur, fire. Still aiming for something like the original painting (see the link in OP)
  7. Nice sculpts Kargall. Evokative - definitely a story wanting to come out there.
  8. Let the painting (finally) begin! Here he is after many hours of retopo and uv work, with normal, ao and basic shader baking as a starting point. Not going to show wireframes as the topology is nothing to be proud of He's still high res too. With all the accessories he's down from 18M to 240K, but I'd always planned for that kind of thing. Not that you can see much detail in this render. Wish me luck!
  9. Thanks digman again. Yeah that sounds like a good plan - next time when I can see more than 1 step ahead I guess... I've got another quick Q as I'm now done with retopo and unwrapping. Will pm you. Cheers.
  10. Thanks digman - this got me where I needed: I right click on the layer with the low poly object in the scene > export obj then retopo>import - place (without snapping) et voila! I'm not unwrapping the pearls anyway I've decided, but will use this method on the staff and straps and a couple of other bits. Great Might be cool if there were a one step workflow for this, rather than exporting-importing into the same room, but no biggie... Cheers.
  11. Thanks for the reply FreezeFrame. Yeah I think I blew it merging things into the same layer - not thinking ahead. Good suggestions anyway. And yes I just wanted to get the low-poly from the Voxel room to the UV room to unwrap, without retopo. but can't figure that bit out. As in this screenie, I can't mark seams on the object in the retopo room. I could reimport from Blender, but I'd have to reposition and whatnot. Maybe I'll just leave them till I do the Blender Render and use the original low polys there. Cheers
  12. A couple of quick questions: 1. Working on my Monkey King (see my WIP thread), I've brought in a couple of low-poly meshes to the Voxel room, without voxelizing. I'm retopo=ing and UV unwrapping most parts of the model but a couple that are largely unchanged (e.g. his staff and pearl necklace) I'd like to just unwrap as is for painting. I haven't been able to figure out how to get these meshes into either the UV or retopo workflow. They show up on the Vox tree (both in Surface mode still), but how do I just use their meshes as-is for unwrapping? 2. A couple of parts I merged into a single vox layers but now they won't retopo easily and I can't separate into their parts even with "separate disconnected pieces" (e.g. hanging rings on end of staff, belts and buckles on his vambraces). Is there a way to approach this or should I just remake the offending parts on separate layers?
  13. Not much different to before, but with added loiny bits (no, not those loiny bits ) Now for some retopo!
  14. @Tony Yes that's a great way to think of it for UVs, that actually helps me approach things. @Methelina I hadn't made the connection with Hanuman. I think the artist who did the painting was basing it more on the Chinese Monkey King myth (as in 'Monkey Magic', Tripitaka etc.), But this guy certainly has some visual links to Hanuman, especially once his tail is on fire Tearing my hair out trying to do nice flat strips of fabric curved into loops in 3dcoat, so I'm going to do those in Blender and bring them in. In the end I've only done a couple of base mesh bits and the staff/knob in Blender so far…so yeah learnt heaps. Wanna paint now. And make hair. And Fire….mmmm fire….
  15. Thanks Tony, I wasn't sure with a project like this whether to do a T-pose and then rig/pose it, or to just treat it like a clay sculpture - 'it is what it is'… There's certainly some ugly spots where parts of his body are merged together that I would have happily avoided. Given that the project is up in the 16M triangle range, I suppose I need to at least do a perfunctory retopo job to make painting and rendering more practical. Is that the most sensible approach going forward do you think? Every step is a new learning curve for me, though I've dabbled in retopo — it was the initial reason I bought 3dc. Cheers!
  16. And a few more hours work, dipping my toe into hard surfaces for the first time. Tried the Voxel layer tool for the vambrace straps - nice. Now just his loincloth to go, before starting on retopo(?) and painting. Yay!
  17. Feels like I'm getting bogged down and lost a bit of direction. Sculpting some fine detail on face hands and feet particularly, but probably doesn't stand up to close inspection. Still I'm very gradually coming to terms with *some* of the tools. And then there's all the Artman presets. Whew! I feel like I need weeks on this full time just to get a handle on what's possible and how. But I think I'll move on now to armour. It won't be perfect but still been a good learning experience, and I just want to get into doing his paintjob and hair etc. Better I do more sculpts than work on this for too much longer
  18. Just adding a few accessories for now. Next - finish the body sculpt before I get too distracted.
  19. I've started a WIP thread, and get my first pic up a few days back, but now I can't seem to figure out how to post images on followup posts...
  20. Great progress guys. Hope to have an offering this time. Great excuse to try hard surface stuff in 3dc
  21. Thanks for the feedback and ideas digman. I agree the poly count is a bit crazy. I did work on the head separately for a while and found I had to bump up the body resolution when I merged the head with the body. So I'm certainly hoping that's about as high as it goes now that I've started in surface mode a bit... Good to get an idea of what to aim for anyway. I like your sculpts too esp. the armoured guy. Yeah 3d-coat can do some amazing stuff with hard edge objects, and they seem to get a more 'real' look than some poly modelling, but it does seem like a very different approach than I'm used to so will save that for another day . Hope to post more tomorrow. Cheers.
  22. As an exercise in slowly coming to grips with sculpting in 3d-coat, I thought a concept sculpt based on Jesper Ejsing's beautiful painting 'The Monkey King by Moonlight' would be a fun project. The painting is featured in the magazine ImagineFX Fantasy Icons 2012, p47. And you can see it here too Well things are progressing a bit for me and I'm at the stage of probably getting to the limits of voxel work on the body, before going mostly to surface mode I think. This is all new and I'm still trying to understand good workflow, especially switching between V and S, and what the two modes are best at. I definitely feel like getting tight creases (e.g. between lips) is a bit tricky, so any suggestions welcome. I'm also wondering whether maybe going to Blender for the hard-surface stuff (armour etc.) might be on the cards for this sculpt, and I'll tackle learning that in 3d-coat in another project. I'll probably do fine details in the normal painting, and try some texture painting too I'd say, before going to Blender Cycles for hair, fire and rendering. Probably not looking at retopo on this guy as he'll just be a still image I guess. Or?… If I want to do turntable renders, would I be better off doing a quick and dirty retopo to save render times?…. Anyway this is WIP and I am learning, so any thoughts, crits and suggestions are encouraged. Thanks for looking.
  23. Thx AbnRanger Yeah the gizmo method works OK, but still at some point the curve e-key stopped working for me, and that's the way I learned to use the curves tool most efficiently in the first place. Will probably try to figure out how to do a bug report soon, unless someone sees something else that I've missed.
  24. Here's a short video showing my problem. I did discover that after e-key scaling if I hit w and move the scaled point slightly the curve updates. You'll see that in the last bit of the video. http://youtu.be/1kgoKcbdlE4
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