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D-BOGG

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Everything posted by D-BOGG

  1. Did some more armor blockins, going to do the straps tomorrow.
  2. Haven't had any free time, but will finish this guy over the next 3 days. Just started some basic block-ins on his armor.
  3. Not sure if bipeds are not allowed or not the rules just state THE RULES 1. Choose a weapon type from above and create the character (male or female) you imagine wielding it. Use the weapons provided in the download link above or create your own weapons. Be as creative as possible! 2. 15,000 Tris Max 3. 2048x2048 Textures Max ( this is cumulative so 4x1024^2 is ok ). One for each of the following map types:(diffuse, alpha, normal, specular, specular color, glow) diffuse, normal and specular encouraged! 4. All entries MUST have a work-in-progress thread in any online 3d community forum. There is no minimum number of posts however we do encourage posting as much of the progress as you can. As for the armor, I say its more in line with lycanthropes that can stay permanently in wolfish form if they choose thus the use of armor for protection, and not torn clothes as seen in classical werewolf films. Worked a bit more on the character changed the snout and stylized the tail.
  4. Just did an mspaintover for the direction I may go in.
  5. Thanks for the help it worked out great.
  6. Hi I'm fairly new to UV mapping and was wondering if it was possible to collapse multiple uv's into a single uv. At the moment my character is separated into body, eyes and horns. I can manually unwrap each object in it's own UV, but then I have no way of merging them together to unwrap them as a whole. Is there currently anyway to do this? Thank You
  7. Wow, thanks for posting the vids. I've learned new things about 3DC with every video you have linked.
  8. Hey guys thanks for the comments. Looked up Thorgal reminds me alot of golden age Conan comics, thanks for mentioning it. As for the toes, I added boots to the character and will be refining them. I also figured out a bunch of new tools I have never played with so I'll probably work on this a bit more as i'm having alot of fun at the moment.
  9. Finished my viking warrior, I'm actually pretty happy with it seeing as how its a big improvement over my other crap.
  10. Started working on a warrior to check out how live clay functions. Still working on it, no reference used so there's probably a ton wrong with it, but this is mostly for fun and to learn the new tools.
  11. Update of the woman I'm working on. It's suppose to be a middle age futuristic welder. The arms aren't connected yet and I still have alot of refining and proportion tweaks. Next step is to add a torch to the tank.
  12. Started a sculpt of a middle aged woman and used reference for it. At the moment i'm fiddling with the hair trying to come up with something that will be interesting.
  13. Love the way you approached your hard surface modeling in your last Vimeo video, was informative and interesting.
  14. I appreciate the heavy critique it will help me focus on areas I obviously have problems on. I'll apply all of that on my next model and hopefully achieve something more human/female.
  15. Decided to work on my modeling weaknesses which are females, hand and feet. Here's a head I made with no reference used other than the hair. Not sure if it looks like a man or not. Next female bust will be heavily referenced so I can build some muscle memory for forms.
  16. Hey man thanks for the compliment. Anyways the only reason it was fast was because I was working on areas that I'm comfortable with. I started tweaking the hands and feet and that ended up slowing my pace down quite a bit. Anyways here's a shot of the back of the character I am working on.
  17. I took a break from sculpting in 3DC for a while because of all the crashes. I must say I'm extremely happy with the current build as an ATI card user. There have been 0 crashes so far for me, when I would normally have 5-10 depending on the luck I had. Anyways big thanks to Andrew for constantly improving this great piece of software. Here's just a big dude I made in an hour for fun started it as a sphere in voxel room then went to the Surface mode for all of the details.
  18. I got a little further with the bust, but I don't like what I did to the horns on the back of the head so those will have to be tweaked. After that I'll probably work on the ears and body more, then I'll UV him and test out displacement in Messiah.
  19. I decided to make a bust to try out facial rigging in Messiah. Base sculpt and retopology was done in 3DC, mesh cleanup and extraction in Silo. I liked the guy, but the proportions weren't the greatest so I brought it into Zbrush to further refine it. I still have to work on the ear, body horns and mouth, but it's slowly coming along. The gray colored one is the current version, the brownish was the 3DC version.
  20. Created the base mesh and UV's in 3DC. Basic sculpting done in Zbrush. This was done mostly to test out how to rig in messiah. If I can get it to work properly i'll post the model for free on setup tab so people can try to rig non-standard creatures for practice.
  21. So far the new release seems a lot more stable using my ATI card. I use to frequently crash every 10-30 minutes, while today I sculpted for a good two hours and still no crash. The mirror is still not perfect but prob 99% there. I exported my model from 3DC to silo and there were two verts that were not welded along the mirror plane. Simple fix of welding them, but just letting you know.
  22. Hey thanks, Well the previous piece I was working on exploded, 3DC seems to hate my ATI card. Lesson learned save in incremental save often. So I started a bust of Oenomaus from Spartacus for fun. The base mesh is made from 3DC and Autopo, then ported to Zbrush. A slight amount of blur done in Photoshop in post due to jaggies of BPR in Zbrush.
  23. I just got Messiah a few days ago myself, and have been playing around with the t-rex and butch rig at the moment. That worm rig your working on looks quite fun to animate, I'll have to keep an eye on this thread, lots of cool things you are testing out. Keep up the good work.
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