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jamdalu

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Everything posted by jamdalu

  1. I can't post anything to the 2023 Feature requests wishlist - can you please add this one to the list?
  2. Are there any plans to add a warp projection tool like we have in substance painter 2022? https://substance3d.adobe.com/documentation/spdoc/warp-projection-220857149.html
  3. Both videos are so inspiring. It is great to see a real master at work with no limitations. Your workflow is orgainc and smooth - perfect. After seeing this and Planet of the Apes last evening, I am filled with enthusiasm. What tools and settings are you using in the "alien head" video? In particular, how are you making the sharp edges, "crease" cuts and masking off areas of the sculpt for more detailing? Thanks for sharing!!!
  4. That is great to hear, because I have been really struggling with the back view.
  5. Thanks!!! You have been very helpful!!! I will address those areas next.
  6. Progress update renders. I was able to make lots of improvements since initial post thanks to your tips and help. Increasing voxel density really helped me gain control of the surface. Your comments are appreciated.
  7. Great observations!!! thank you!!!
  8. It is always great to see your work. You are one of my all-time CG heros! I learned all about topology and how to sculpt in 3D watching your Mirai videos many years ago, and I am still learning. Andrew is very lucky that you are using his SW. Thanks for continuing to share your amazing talents with the world.
  9. Nice renders!!! Looks great in the engine. What trick can you shar about how to preserve asset details in game???
  10. Here is another model I am working for my project.... This one is a little closer to completion than the muscular male. This one is based on an actual person I know, so I was able to capture lots of reference as opposed to the male where I am working from my head. I still need to finish the baiting suit and work on the face and eyes before putting a fork in this one. Please give feedback on what else I can do to make this better and other areas for improvement.
  11. Thanks for your tips and suggestions. I reworked the abs and made them less symmetrical... I will also add more fat to soften the sides as suggested...
  12. These are very good!!! Thanks man!
  13. Attached are some screen shots that show the latest updates to the project. Thanks for all of the help so far!!!! Your continued comments are greatly appreciated.
  14. - How to merge? I have been doing export to obj and re-import? - Excellent!! Thanks for this tip... I have expeienced issues with unknown holes within the model and using the fill tool to "seal cracks" is a pain at times... - More good stuff - thank you so much for the help... This really solves some workflow issues for me.... Thanks again for your help!!!! Your comments are so greatly appreciated. You saved me lots of time and transformed the way I will work in 3DC going forward. Starting to forget ZB!!! I posted some new screen shots... let me know what you think of the progress. Pay attention to the torso... The legs and head are in mid stream...
  15. What is the process for getting voxel sculpt to microvertex? Does it work with voxels or do I need to export mesh and re-import? I have to say that the whole "room" concept is a little confusing to a new user when the model does not persist in all views... Please take a look at the new screenshots of the model and let me know what you think... The legs are messed up now.. but I think the torso is starting to look a little better. Thanks again for your help.
  16. Thanks for the tip. I was not aware of the cut and copy tool. I stopped looking when I found a way to delete stuff by using grow, in combo with lasso and control key.
  17. I was not aware of this tool - it looks very intersting. Too bad there is not a Mac version. Now that 3DC is 64 bit for Mac OS, I am in windows as much(I am loving the 64 bit stability by the way). Still, this is something I will definately try out when I have this model done. Thank you for sharing this link!!!
  18. Taking all of the tips into consideration, I think the model is starting to look a little better now... The main thing I did was increase the voxel resolution... I still have alot of work to do and am interested in continued comments. Thanks!
  19. thanks! As for splitting the model - is that accomplised by masking of parts of the model? I would love to have the ability to hide aspects of the model (like in ZBrush where masks are used to hide details not being addressed) but was not able to find a way to do that in Voxel mode. How is that done in 3DC?
  20. Thank you so much for your many tips! I have much to try the next time I am able to work on this model! I really had no idea all of the features you mentioned were in 3DC. In particular, I am very interested in liveclay as I just started messing around with Sculptris awhile back... Thanks for pointing out the crease... Actually I am having trouble with that area and need some reference... Most of this sculpt was done without solid reference, so it is lacking the realism I am after. This is a first pass, so I want to address that and other issues with pass two. The face is really rough, no eyes and very low detail.. probably due to not increasing the resolution of the voxel... 2 Questions: 1 - It sounds like you are getting great results out of the baking process. In fact, the process that I follow for 3DC came from one of your posts. The problem is, the results I am getting are no where near as good as those from TOPOGUN and ZBrush. I am sure it is a setting or option I am missing. Have you looked at these packages? If so are you able to get similar results out of the baking process in 3DC? 2 - I am interested in learning about live Normal Map depth painting and Displacement painting. Can you point me to a video or post that explains the process?
  21. Thanks for the pointers. I was operating under the assumption that voxels continue to "subdivide" as you sculpt. I will try bumping resolution as suggested. I want to have the detail on the model for the normal map. That brings another question. Is anyone able to achieve good results from the baking process in retopo? I am not happy with the results so far, and end up doing that process in TOPOGUN or ZBrush. Perhaps I am not doing it right in 3DC? I have studied art and continue to do so. Examining various reference is the real key and I am far from where I want to be. Nothing beats having a subject in front of you, so I try to work with models whenever possible. I was also a bodybuilder, so I am familiar with muscles from that. I really want to upgrade my skills, so further study and community critique is definately needed. Thanks for helping in that respect!
  22. I am working on a muscular male model for a personal project and need feedback on how to improve it. General comments on the model are welcome. At this stage, I have a base model that is ready for a detail pass. What brushes and/or settings work best for detailing the model in 3D Coat? Is it better to exit voxels and detail in the sculpt room? If so, how does the sculpt room differ from the surface representation mode in the voxel room? I am used to working in Zbrush, but really like the freedom and performance of the 3D Coat voxels. It just seems difficult to get the fine details I am used to in ZBrush. Should I just use Zbrush for detailing? Added latest renders to the initial post so anyone viewing can see how the project is evolving, without having to go through all of the posts...
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