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Everything posted by Metin Seven
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From the album: MetinSeven.nl works
Some creation stages of Mister Clayhead. -
From the album: MetinSeven.nl works
Sculpted in 3D-Coat, followed by retopology, materials, lighting and rendering in Blender (Cycles). -
From the album: MetinSeven.nl works
Worked on a clay shader to render future sculptures. Used my recent zombie sculpture to test it. #zombies #horror #clay #CharacterDesign #design #artwork #sculpture #3DModeling #illustration #illustrator #digital #DigitalArt #style #art #arts #arte #artist #artists #GraphicDesign #3DCoat #3D #blender #Blender3D #B3D -
From the album: MetinSeven.nl works
Screaming undead Sculpted in 3D-Coat, retopologized in Blender, rendered using the Cycles renderer, post-processed using PhotoScape X Pro. Inspired by a Cy L character concept. #zombies #horror #CharacterDesign #design #artwork #sculpture #3DModeling #illustration #illustrator #digital #DigitalArt #style #art #arts #arte #artist #artists #GraphicDesign #3D #3DCoat #blender #Blender3D #B3D -
From the album: MetinSeven.nl works
Some work-in-progress stages of my screaming zombie. See a different post for a larger final rendering and info. #zombies #horror #CharacterDesign #design #artwork #sculpture #3DModeling #illustration #illustrator #digital #DigitalArt #style #art #arts #arte #artist #artists #GraphicDesign #3D #3DCoat #blender #Blender3D #B3D -
From the album: MetinSeven.nl works
A friendly croc. Created using a mix of ZBrush, 3D-Coat and Blender. #3D #design #CharacterDesign #3DCoat #ZBrush #B3D #art #artwork #DigitalArt #ArtMatters #illustration #artist -
From the album: MetinSeven.nl works
A monstrous thing. Based on 2D concept artwork by Tooth Wu. #monster #horror #scifi #sciencefiction #alien #creature #CharacterDesign #3D #ZBrush #3DCoat #B3D #Blender3D #sculpture #art #artwork #DigitalArt #ArtMatters #artist -
Fillet option on all primitives in the primitives tool?
Metin Seven replied to jammer42777's topic in Feature requests
Would be great indeed!- 1 reply
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Just installed 3DC again (version 2023.33 on Windows), but I can't select anything beneath Relax Standard as a Shift or Control + Shift option from the dropdowns. When I try to select Smart Pinch or Super Relax, I keep getting Relax Standard. ─ Edit: Restarted, and now it works. Maybe it was caused after restoring my custom workspace.
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Added SDF Blender plugin (for Godot Engine) to the initial post.
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3DCoat is lowering the pricing !
Metin Seven replied to Carlosan's topic in Announcements and new feature demos
Great decision! -
He hasn't stopped using ZBrush, but spends most of his time sculpting in VR using Substance 3D Modeler. Have a look at what he makes with Substance 3D Modeler in VR: https://www.artstation.com/artwork/39EBkB https://www.artstation.com/artwork/yD44y9 I'm no coder, but from what I've understood, the math exists of not very complex formulas. Maybe it's the interactions between the shapes that's the hard part, but I don't think it would take years to develop by 3D Coat's highly skilled 3D graphics specialists. I expect it to be an exciting challenge for them. There's a Junior Technical Artist who is developing an SDF add-on via Blender's Python API: https://80.lv/articles/an-upcoming-plug-in-that-adds-tools-for-sdf-modeling-to-blender/ Anyway, I would very much welcome SDF or an SDF-like workflow in 3DC.
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Thanks for your support. I've been working with MagicaCSG since its first release, supporting the developer via Patreon, and by doing so you've got access to the latest beta versions. I really love the ease of use and the many 'happy accidents' you encounter because you tend to experiment much more in such a real-time, non-destructive environment. I predict that SDF modeling is going to get more popular the next few years, and would advise the 3D Coat developers to at least consider implementing it as a new Room. Adobe has already jumped on the SDF ship with their Substance 3D Modeler, and a friend of mine, who has always been a die-hard ZBrush modeler, is only working with Substance 3D Modeler in VR these days. Those who haven't experienced SDF modeling yet, I suggest to at least try it for a while, before disapproving of my suggestion and defending 3D Coat, because there's no need to defend 3D Coat. SDF would just be a welcome addition to make our beloved 3D Coat even more powerful, and keep up with the developments in the 3D world. My two cents.
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Have a look at the SDF works Mikko Sinisalo made and rendered with MagicaCSG (videos are best viewed on Twitter for better quality): Every single element you see is non-destructive and can be altered or removed at any time. Here you can see how he added textures in 3D Coat:
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Yes, but it is the real-time shaping that makes SDF so powerful. The real-time blending while you transform an element makes it easy to experiment without trial and error, undo and redo. Have you worked with an SDF editor? Then you know the added value compared to traditional sculpting.
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SDF modeling would be very useful as complementary tool inside 3D Coat. Non-destructive, realtime blending, Boolean, beveling and coloring of shapes is very powerful for quick 3D shaping. Then you can add more advanced elements and details in 3D Coat's Sculpt Room. In case a separate SDF Modeling Room is too much work, I'd love to see a real-time adjustable blend factor between Primitives in the Sculpt Room.
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Hi, Lately I'm in love with SDF (Signed Distance Fields) modeling, also referred to as CSG (Constructive Solid Geometry). SDF is based on 3D math functions, and offers complete modeling freedom without any concerns about topology / mesh structure. There's real-time blending, Boolean and beveling of forms and (vertex) colors, every element is non-destructive and can be adjusted at any time. Once you're done the result can be meshed. I would love to see an SDF Modeling Room added to 3D Coat. It would be perfect to easily shape and color base objects, then convert the result to voxels and switch to the Sculpt Room to add sculpted details. SDF meshing is 3D grid-based, so I think 3D Coat's voxel engine would be very suitable for SDF integration in its pipeline. An SDF Modeling Room would attract more beginner-level 3D modelers to 3D Coat, because the SDF modeling method is so easy to get into. It would also be something that ZBrush doesn't have. Examples of SDF-based modeling tools are: MagicaCSG (my favorite SDF tool, with a very accessible UI / UX) Clavicula Clayxels (inside Unity) Mudbun (inside Unity) Womp (online) ConjureSDF (Blender add-on) Substance 3D Modeler SDF Blender plugin (for Godot Engine) Technical info can be found on the site of math wizard Inigo Quilez. More SDF info in this video + links in the description. Here are some MagicaCSG workflow videos. Some SDF works of Mikko Sinisalo, made and rendered with MagicaCSG (videos are best viewed on Twitter for better quality): Every single element and color you see is non-destructive and can be altered or removed at any time. Here you can see how he added textures in 3D Coat: Many thanks in advance for considering this. It would surely make me and undoubtedly many other 3D Coat users very happy.