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syunikiso

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  • Website URL
    http://behance.net/lucasbezerra

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  • Gender
    Male
  • Location
    Recife, Brazil
  • Interests
    Fine arts, 3D, Philosophy, Martial Arts.

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  1. Here's the heads I did for this project (so far). They were rendered in Blender. 1. The first blocking. 2. Messing with expressions. 3. More expressions. (I know, it looks bad. I ordered the anatomy for sculptors book about expressions. It should arrive soon) 4. And even more expressions (this one was sent and reproved by the client). 5. First attempt on the hair, reproved. 6. Second attempt on hair, reproved. And the latest is the one in the beginning of the thread. Still trying to figure out how to proceed here, but this thread helped me a lot with this, so thank you!
  2. Hello! The result of the printing of the version that I did turned out very bad. Not only the hair didn't work, the head itself wasn't very good in the given scale. While trying to figure out my next step, I was looking at my earlier attempts and processes for the head. I want to share them with you. But, before that, I would like to ask something. I'm trying to put high frequency detail in a model but the way that 3DCoat presents the results for me is making me confused. Here's how it looks with a cavity shader: I can't even see the real shape of the alphas (there are shapes and directions in the alpha, not only a random noise). When I put a shader w/o cavity it looks like this: Very different. And when I render with a SSS material in Blender, it looks like this: I know this one is smaller, but what I want to show is that I had no idea how it would appear beforehand. I just found out when rendering and it actually doesn't look good. To add more pointers, here's how I'm doing the detailing: 1. I subdivide the area with the subdivide tool. 2. I apply the corresponding alpha for each area of the face. This part is hard, because: a. 3DCoat doesn't seem to handle well a big quantity of polygons b. Because of the shader issue I can't really see what I'm doing; if the scale of the alpha is correct, if the shape is correct, etc. If you guys have any suggestions to help with that, I would appreciate
  3. Hi there! I started this project during the Middle Ages and found it lying around in my backup folder. Decided to try to finish it, but first there are a few things to solve. First, I believe that his hands are too small. Second, this symbol on his belt will be tricky to bake in the future, so maybe I should fill the open areas before moving on. Clothes need work too. This hair in front of the armor will also cause problems and I'm not sure it will work well aesthetically speaking. I believe I also should add wear and tear and maybe tinker with the armor shapes a bit. What do you guys think?
  4. With the help of you guys I manage to advance a little in the project. I'm trying to check if it has any flaws before finishing it to print and moving to retopology. Please let me know what you guys think: I still need to put the text on both sides, but I'm thinking that other than that it's ok. I'm not really into guns tbh, I'm doing this one just to test workflows and whatnot
  5. So I started another project. This is going to be a Batman, much like Miller's Batman if I manage to finish it. When I open my Projects folder it feels like this: Jokes aside, here's what I have so far...for now is just a sketch:
  6. What's with that emoji lol Yup! I think that a mix of everything you guys taught me will allow me to finish this one! (and the brushes I got as well ) Thank you once again.
  7. There are videos I can just say thank you Actually I got the brushes from Michael. Greeeat stuff! However I believe I'll try to make some myself. I need to learn more about the program...
  8. I wasn't even 100% aware of these options lol But I'll probably mess with them in this piece. If so, I'll let you know how it went
  9. One of the problems about me is that I'm a 3DCoat noob. I couldn't even have this idea considering my skill level in the software Amazing stuff man, thank you very much for taking the time to do that, I'll definitively tinker with the file you gave and try to create more strands to work with.
  10. Dude. Same here. I'm struggling to think of a way to sculpt a more elaborated version of this hair since it will be only 7mm tall. In any case I comissioned a few brushes for michaelgdrs (he's an user of this forum and has a rich gumroad page) expecting to add some variation to what I already have. If this don't work I don't know what I'm going to do lol
  11. Hey Yousung, Thank you for teaching me this feature! I wasn't aware of it. However, it looks like it won't be enough if I try to sculpt directly. I believe I'll need something like individual strand meshes to be placed separately, although I'm not really sure it'll work. In any case I'll tinker with the rotate function to see if I get better results
  12. Hi guys, I'm sculpting a miniature for a client and he asked for the character to have curly hair. I tried this: After all, the head is going to be 7mm tall. However he didn't like it and asked for something like this: Which honestly I have no idea how to sculpt it. Do you have any suggestions on how to do it in 3DCoat?
  13. I downloaded another logo from the internet, in the PNG format. It worked! Then I used stencils for the texture and it also worked! This is just a quick test, but now that I have the project STL ready I can move to the game version. Thank you very much for the help!
  14. Hello I don't think that the problem is with the subdivisions. Here in this image you can see that it's so subdivided that you almost can't see the polys in wireframe. As you can see, the brush behaves as it doesn't have any depth. This happens with every brush, and this way I can't "stamp" the surface. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------- For the pattern, how you it so uniform and without seems? I thought we could use the Noise tool and load the texture to be applied, but this did not work for me. In this case I used this option for the brush: I'll test the first issue by using another texture with the Beretta logo, but the second option I sitll can't figure out how to proceed. Thanks
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