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Ondrej Svadlena

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Everything posted by Ondrej Svadlena

  1. Ondrej Svadlena

    MRDRCHAIN

    All organic models made with 3DCoat v3. The full film can be watched here: https://vimeo.com/80706397
  2. Ondrej Svadlena

    MRDRCHAIN

    From the album: MRDRCHAIN

  3. Check out the "Auto Retopo with guide strokes" video on Andrew's twitter: Video
  4. Really looking forward to this quadrangulation improvement! Sounds awesome
  5. Congratulations Andrew!! Best wishes to you and your family!
  6. Multithreading in 3DC is definitely a priority for me (where applicable, of course - just take Maya, for example, and what percentage of it's functions are multithreaded. Not much - and the Maya users have been begging for this for years) I've spent hours (well probably days, in total) waiting for the quadrangulation process on a 30+ vox layers 40 million poly sculpt and wished it used all four cores on my machine. It was also quite frustrating to find out that Maya was only able to load some of the outputted OBJ's because half the time they had corrupt geometry.
  7. Ja, da scheint was nicht zu stimmen... Bei mir wird es ziemlich lahm erst wenn das modell cca 16 millionen polys erreicht (Ich hab einen quad 6600, 8GB ram, NVidia 9800GTX+ 1GB vram, XP64bit (noch vor kurzem 4GB ram und NVidia QuadroFX 3450 256MB vram)). Du koenntest in der "support" section des forums deinen problem beschreiben. Falls es fuer dich schwierig wird das auf englisch zu befassen dann schicke mir den text auf deutsch und ich uebersetze es.
  8. Hi Thomas, sei willkommen hier . Leider befasse ich mich nur fast ausschliesslich mit der voxel seite von 3DC (falls du fragen hast), bin aber sicher es gibt noch ein paar deutsch-sprechende leute auf diesem forum, die einen besseren ueberblick haben. Auf jeden fall viel spass mit 3DCoat! Ondrej
  9. Hey there, I'm not french but I grew up in Quebec, osti
  10. Very well said. I just met a 50+ year old feature film director last week and we had a nice chat about 3D. We talked about all the technical hurdles involved in CG and then he told me: "But I heard about this cool Ukrainian software..." I think a lot of traditional artists interested in 3D will be jumping on the 3DC train seeing the amount of freedom and the absence of polygon-related technicalities that the voxel approach provides. I myself got into 3DC because of the voxel sculpting (...and what I do with voxels would be nearly impossible with any other app). The other modules are nice "bonuses" but not that interesting to me. On the other hand there are people here that have been around since the early 3D Brush days, so it might get hard for Andrew to decide which new or existing features have higher priority. Partly true but not the whole story... Again, I've had numerous discussions about this with other film directors and a lot of them told me they have a really tough time finding 3D "artists" that are creative and produce original work. A lot of people are fed up with the absolute lack of originality displayed by 99.99% of people showing their stuff on the net. Another director from London told me they have spent two weeks looking through the portfolios on CGTalk, looking for a 3D artist with a personal style and original ideas. In vain. There IS a demand for those people too. Modelling Hobbits in armor to get a job at Weta is a bit simplistic, and those poor chaps that have to look at all those showreels, that all look the same, must have a hard time not falling asleep. I myself am very critical of that cheesy 3D stuff. It also depends on which community you find yourself in. On CGTalk it might all be "awesome and cool, and look at the amout of detail! And those wrinkles and pores!" but from an outside perspective (film-makers, artists, musicians...) it's mostly regarded as cheesy soulless crap. Sorry if that sounds rude but that's the way it is outside the CG bubble. Back to the topic. I just feel I have to step in (because I really care about where 3DCoat is going) when I see that some people request Z-Brush/Mudbox-like features and tools to create those fantasy creatures. "The brushes don't feel right", "The brush feel in ZB/MB is much better"... Really? I think the sculpting in 3DC is great and reminds me of the old days when I modeled with clay. Instead of wasting time with imitating some polypushing tools I'd much more prefer to see Andrew push the boundaries of what is possible to achieve today. I'm not saying 3DC should imitate Maya's FBIK and muscle system. I'm saying it would be nice to see voxels come to life in the near future and in their own way (maybe V4 ). The more diversity shown here, the better. Hope to see more of your work soon! I also feel the 3DCoat family is much more open-minded than other CG-related communities. Ondrej
  11. Absolutely. The volumetric nature of voxels just begs for it to be rigged and animated - with true volumetric dynamics. The "cloth simulation" tool Andrew brought us during the alpha days proves it. I really wouldn't mind spending more time inside 3DC to do the rigging and animation part. Although some packages like Maya do have tools to emulate volume it never really feels satisfying - more like a water-balloon where you still feel the skin, not the volume... I understand there's still a huge demand for tools to create the "pointy-eared fairy with huge breasts in armor" (z-sphere-like shape creation, mesh masking and extraction for the armor, trillions of polys to "detail", rendering a still frame to place on the countless i-galleries displaying such "art"). Nevertheless, it would be really great, and quite revolutionary, to see "living" voxels in movement in the near future. Ondrej
  12. As I wrote, I just guess voxels/volumes are more resource-hungry than surfaces. That's why I think it would be intersting to see how 3DC's voxels compare to ClayTool's voxels. No probably not. Looking at Taros's work, I'd say he would be better off with zb/mb for the detailing part. PS. I'm happy you liked my short. The next one will be a lot darker. I hope I'll be able to finish it before winter
  13. "Is 3DCoat "only" a basemesh solution for some users?, A discussion" Hey there, to be more specific, I mostly work on my animated short films and commercials. Since the early Vox3 alphas, I've been using 3DC quite extensively to create models that would have taken me ages to model in any other software. I find the voxels are great to create complex scenery for example. In the last months I've also modeled around 30 characters for my film using 3DC. In fact I stopped using ZBrush since alpha0 came out. For now, the amount of detail I can sculpt in 3DC is more than sufficient for my film (full HD). I'm slowly getting tired of people comparing 3DC to ZBrush/Mudbox. The latter two handle surfaces. 3DC Vox3 handles volumes. I would guess volumes are more resource-hungry than surfaces (?). Has anyone used or tested Sensable's "ClayTools". I would love to hear how that compares to 3DC's voxel sculpting. Ondrej
  14. In the pose params, check the "Apply transform to gizmo" checkbox
  15. Hi Chris, try this. This way it works for me, just tested it five minutes ago. Do not use the Lamblight shader, it gives you incorrect information about your selection. Instead use the "Default" shader. You will get coloured information about your selection (rainbow colours). Red means 100% selected. If you get artifacts press shift to smooth. Unselecting with control worked for me... Hope it helps Ondrej
  16. Hi Seeda, sei wilkommen hier bei uns! Und viel spass und freude mit dem software
  17. Personally, I think the EULA is very original, and I value originality very much. Since the launch of the V3 alphas I've been recommending 3DCoat to many people from the CG industry but also to traditional artists because of the amount of creative freedom the voxel approach brings to 3D modeling. All those people were very enthusiastic about the program. Some of them chose not to use the software because of the EULA. The "bad for business" argument seems to be quite redundant. Personally, I have great respect for people that value morality more than money. Especially in post-communist countries. I do have criticism regarding the EULA as it could be more clear. It seems to scare off some people that feel they could be legally pursued for modeling nipples, penises... As of my own religious beliefs, here is a nice self-explanatory article: http://cheekymax.wordpress.com/2007/03/09/...y-in-the-world/
  18. Ciao Giuseppe, stai il benvenuto qua! Auguri, Ondrej
  19. I completely agree tree321, just wrote something similar in the vox WIP thread, lol. I don't like to use this word, but the voxel part really is revolutionary in the CG world. Some people are still missing that point. There is no other (reasonably priced - cough cough, ClayTools, cough) program bringing such a degree of creative freedom to the modeling process. Just wish it came earlier... All those hours lost, fiddling with loft nurbs and later, polys.
  20. Were there no 3DCoat, I would have had to model it in Maya. My honest estimate for something similar in Maya: about 2-3 months. Took me less than three weeks using 3DCoat (this included a lot of experimenting around, testing different brushes and approaches and modeling some parts, like hair, that I did not use in the end). For me, one of the most important aspects about the voxel approach is that you can actually be creative/inventive during the modeling process. It really doesn't hurt to erase a portion of your model and do it in another, completely different way. Using Maya or any other polygonal topology-based software, I would have had to do some hand-drawn concepts, then plan carefully the whole modeling process (subdivisions, extrusions, bridging, etc...) and then tightly "stick to the plan". With 3DCoat, I do some concept drawings and then just sculpt away with absolutely no technical restrictions in my way, except for hardware limitations. Another thing I'm really looking forward to do in the future is leaving out the concept drawings and sculpting from scratch.
  21. Ehhh, not quite.... but close enough . I've posted the full story in the vox WIP
  22. I've been using 3DCoat (mostly alpha49) extensively in the last weeks and noticed that quadrangulation only uses one core on my Q6600. Are there plans to make this process multicore enabled? I've had some tough times converting some of the more complex parts of my model. Sometimes it took more than 30 minutes to quadrangulate so it would be great if the process used all available cores in the future. Also, I believe TOXE already mentioned this earlier, opacity sliders for each voxtree layer would be very helpful. Or at least a semi-transparent shader for now. It can get quite chaotic, especially with complex models (please see the image below), so an "x-ray" view would be very helpful. Cheers, Ondrej
  23. Hello everybody. Finally, after some weeks work, I finished this 3D model. It will act as a sort of gate, devouring one of the characters in my upcoming short film. Sculpted mostly in Alpha49, about 40 million faces in 3DCoat and slightly below 2 million faces after quadrangulation. (Rendered in Maya)
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