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Scary M

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Everything posted by Scary M

  1. I think your missing the point, Ctrl action with the clay brush especially should funtion as the clay brush does normally currently its a weird negative value, that has unpredictable results compare it to the standard surface clay build up or Rapid brush and see how they function on the Ctrl stroke. if i use the custom clay brush i would want at least that funtionality. right now i can get far more from the rapid and the clay buildup brushes than the custom brushes. I would want a predictable brush I certainley would not want to switch out brushes just to depress in the surface in a predictable manner. Currentley the brushes only work on one stroke to add in a positive direction from the surface subtraction is not viable with the custom brushes as they stand.
  2. Don here is a video of the brushing issue i was going to try expalin to Carlosan but i guess ill post here too ClayBrush_Woes.mp4 Not great as no audio but it does show wierd behaviour, last part when working on the sphere. Update on lady- Test_05_Specular.mp4
  3. Huh thought I had tried it with negative value added manually like that. I guess not, Maybe I just assumed as it said the DEFAULT is to negate I didn't think I would actually have to set anything manually I'll try this thank you.
  4. Don I'm not sure I see a need for the project brush, it cannot work in any benificial way in its current environment for me. It would be an awesome addition to the Retopo room but even then unless we could sculpt on an organised mesh or quad topology that isn't automatically triangulated then it's still a little redundant. It just adds an extra step. Sorry if that seems negative but I'm looking at from this point of view. Why would I Need to clone to a voxel volume (Which in nature will have less detail) then reproject all that inferior detail back onto the higher res surface mesh? By the stage at which I need to project detail onto a surface mesh it need to have. The only advantage of switching to a lower res state would be to make large changes, however those lower res changes would likely be too great to be re projected, ie moveing or scaling) it's probably just the way I work with the tool which hasn't really changed in past 5 years. Another way it could have been benificial would be to project multiple volumes onto a single surface mesh for printing. However with my workflow if I had that case I would clone and combine all the pieces into a vox volume the convert it to surface anyhow so what would the be left to project. Therefore my analogy that the tool is kind of redundant in its current environment stands. If all we can do with the tool is project one form of non organised mesh onto another non organised mesh. Not a rant I just don't see the point. I'm sure some people use it all the time. Core Brushes being the the vox room is nice and I do like the smoothing options very good addition. I'd love to play with the custom brushes properly but until the clay brush works correctly (as in negative CTRL removes clay, which it doesn't it just adds clay)I have no need to set them up. Sculpt layers are great too use layers in Zbrush all the time. Great addition.
  5. Ooo That is exciting ill DL and have a play this afternoon Test_03.mp4
  6. Lovely work, tip on the eyes always try and occlude some of the iris and go in smaller again for pupil it just reads better. You can always fake out the cornea glint by sculpting it in. It's what they used to do with classical sculpture and it really adds something to the life of the sculpt.
  7. Refinement of Female Bust from video -
  8. Stuart your soo right!!! there is no real right way. Whatever works for the person doing it. As long as it gets the job done that needs to be done! New Video today - Hope you guys like. Loads more to follow.
  9. Hi Stuart, there are two ways to look at it, and it depends on what the result will be used for. The first, I predominantly want stuff game engine or animation, therefore baked is a term to transfer detail to the game/film asset. dependant on the level of detail required I like to do a pass in zbrush or sculpt completely in zbrush, we get better results detail wise from the brush engines in ZBrush if we used an optimiesd quad poly mesh. re projecting detail is taking a high poly in this case voxel or surface sculpt form 3D coat and retopologising the subdividing retopolgy and projecting the fine details from the high poly sculpt to high poly retopology. This way if we have UV on the retopology it remains intact and it is a direct transfer of detail rather than a projected normal. This is why 3d coat asks if we want to subdivde our mesh before we bake. A common workflow would be to take 3dc sculpt into zbrush, with retopology and re project details through all levels of subdivision on the retopology, then we can do very fine details in ZBrush then bring mesh back into coat for map baking. as the UV of retopology remains consistent this give best results Games/Animation require a much optimised mesh for realtime and deformation, try animating a 20 mil poly mesh and watch even the most highspec system turn into a slide show. you mention as long as the mesh is around 20 million. retopologising may help you simply from work with sense. The diffenrence working with a optimised 20k mesh compared to trying to work with a 20 mil heavy mesh is night and day. or The Second if all your doing is sculpts for still images with no animation or game engine in mind simply sculpting in Surface or Vox is fine though i would say optimising the mesh wouldnt hurt for both detailng and work with. Hope that explains it.
  10. Ah the reason i hadnt noticed the Brush size dependancy was i was used to using the rapis brushes in the vox room and i just assumed it was the same resampling, thanks for head up Don. Next Part up -
  11. Yeah I turn it off on purpose, bit I didn't realise it had live clay? I saw how it removes clarity from brush strokes so I turned it off, ie you see the brush remesh the stroke after you perform it, in the split second afterwards.
  12. Little Fun video 5x speed for you guys Part 2 will follow.
  13. Cracking work, maybe a little more variation on the texturing but nice robots. My fav is the slim one.
  14. Nice sculpt chap it's difficult to get a good form from flat cartoon you did a pretty good job here he's instantly recognisable. A crit would be to maybe push the eyes a little further in to his head though they are a little too far forward in the face. Nice job though so far.
  15. Looks promising, can't read yet how the leg would bend I see knee and ankles. Like the spaceships up top too, nice work Sebastian.
  16. Thank you Tony! but I need learn so much. I have finished this sculpt now to where i am happy here is the finished shot of sculpt and retopology High detail below - Projection - Projected onto new topology - and Wireframe below nothing to spectacular. I hope you guys like it.
  17. Not enough mid frequency so i added a bit more.
  18. When using base/custom brush with clay modifier there is no Negative (Ctrl) function. All the other modifiers work as expected. That is for surface tools.
  19. Last one was a bit too Mhaaatt Dhaamon..
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