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Pavel (pzdm) Zoch

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Posts posted by Pavel (pzdm) Zoch

  1. Cool! Nice to see some finer detailing on a voxel piece. I need to try moving up into that level on some of mine too.

    Hello

    thx for your replies I'm glad you like it

    it was really fast work becouse I needed some screen for my new article. I allways prefere my own screens before "master screens of other users"... Own expirience is a best for me in this case.

    About inspiration. I love lizards. We have two pets, Ctenosaurus similis/acanthura/pectinata up to 6 years and I love them. hehe.

    This picture has been made as a "lizard head" without some real reference, but shape itself is pretty close to bigger leguans, for example Cyclura nubila and other Cyclura species. It is something between a fantasy dragon and leguans...

    P

  2. As I wrote before, it is nothing for me :-), pure volumetric attept... Thus I started from skull parts. For a skull brain sphere, I did an independent nose, zygomas and eyes spheres. And I fill space between them and skulpt whole face... It is suitable way for me, becouse I don't have an expirience with fully vol. modeling. And other, this way is very slow for me and for my GC.

    P

  3. Very nice work. Did you use VS anytime during sculpting? I can't get that level of detail/ sharp creases when sculpting voxels, maybe I'm doing something wrong or do you have to go into topology sculpting for that?

    no, I'm an polygon lover :-). I'm not an artist, a worker yes, artist no :-). I must try it as well, but now it is out of my range :-)...

    I did basic shape in C4D, sculpt in 3DC, I improved a UV in C4D (updated) and export low poly (smoothed) and displace map. Voila, here is a resoult....

    P

  4. texture completely painted in 3dc, the photoshop connection was used... (3.0 alpha-47 (cuda)(dx). texture size viewed here is 512x512. critique welcome.

    Thanks!!

    Hello

    looks pretty nice but it is strange a bit, I mean. Why? You are between two ideas. Your character has not a lizard hands and foots - they come from monkey for me. It would be better if you hold your idea with "lizard shapes"...

    P

    PS: I have two lizards as a pets :-)

    something for inspiration :-)

    post-617-1231136769_thumb.jpg

  5. Nice details! But color seems to me too uniform :)

    haha it is, but you know I´m waiting for a new UV mesh import/export filters :lol:

    he was my inspiration - but I want to do more "arabic" character...

    reference_pict.jpg

    Do you know somebody a system of his head cover?

    THX P

  6. Hello everybody

    Yeah I know, Andrew is really very busy now - he works on new releases and Moscow presentation, but I still miss few minor, but still very important features and maybe would be great add them to release 3 funcionality...

    And maybe you know about others, too... Second and third we found together with Andrew.

    1) Open pick color window > IMG tab > some tools don´t working

    2) You have few models in your scene and you delete one from them > You delete an object´s material as well, but scene still contains UV map of deleted object!

    3) Import UV/Export UV for an object via "object manager" > there is not necessery export whole scene in many cases > this feature could solve problems with improt export UV´s with C4D (via OBJ format - there are problems with complex scenes, works nice with one object, but more objects do problems)

    4) "UV Points welding" in textures preview

    Have a nice day, Pavel

  7. Neat looking "sphere". Does look like a planet.

    I've been doing some test and displacement work pretty well in C4D. The only reason I ask about normal maps is I believe they take less time to render. But, as long as render times aren't too bad (haven't tried animation with displacement maps yet) I'll probably stick with those.

    Hello maybe I'm wrong but normal maps are correctly (from 3DC - there is an other matter - if you heavy change your mesh you must export obj, update UV and import it back to 3DC and use on your source object same UV) and normal maps and bump maps are absolutlly same in rendering times

    P

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