Advanced Member GED Posted December 7, 2008 Advanced Member Report Share Posted December 7, 2008 I tried out the 3.0 alpha for this past week in some spare time and Im loving it. Heres my first creature volumetric sculpted from one sphere, its just the basic forms so it was about 2 hours in 3D coat to make this dude. Tried to use the rendering tools too, the cast shadows seem to look good in the viewport how come they dont come up in the render? Quote Link to comment Share on other sites More sharing options...
Advanced Member GED Posted December 8, 2008 Author Advanced Member Report Share Posted December 8, 2008 heres one I did during lunchbreak at work last week. Quote Link to comment Share on other sites More sharing options...
Advanced Member GED Posted December 9, 2008 Author Advanced Member Report Share Posted December 9, 2008 my home system( amd 3500+ 2GB 8800GT) usually gets up to about 2.5 million polys in zbrush 3 or mudbox 1 before it starts to become slower and harder to work with. I wanted to see how far I could push voxel sculpting a character before it becomes too much for my system, I got up to 3 million triangles and didnt find it too hard to work with but there was a little lag. heres that same character with increase resolution and a bit of sculpting and a stupid amount of detail brushes just as a test. I would normally spend alot more time and care sculpting than this lol Quote Link to comment Share on other sites More sharing options...
Advanced Member jedwards Posted December 10, 2008 Advanced Member Report Share Posted December 10, 2008 my home system( amd 3500+ 2GB 8800GT) usually gets up to about 2.5 million polys in zbrush 3 or mudbox 1 before it starts to become slower and harder to work with. I wanted to see how far I could push voxel sculpting a character before it becomes too much for my system, I got up to 3 million triangles and didnt find it too hard to work with but there was a little lag. heres that same character with increase resolution and a bit of sculpting and a stupid amount of detail brushes just as a test. I would normally spend alot more time and care sculpting than this lol Nice! I found sculpting at 3-4 mil was about the limit for me even on my 64 bit system. But with cuda enabled going higher seems to help. At 9 mil I was still able to work comfortably. Haven't pushed it further than that as I don't expect I'll need to. But I might try anyway once I'm done with detailing on my current piece. It's going to be very interesting to see how close to a finished piece we can get once andrew adds support for multiple voxel meshes. If display can be optimized along zbrush levels I don't see why it wouldn't be possible to do fully detailed work in voxels (on an average to decent system). Quote Link to comment Share on other sites More sharing options...
Advanced Member wailingmonkey Posted December 10, 2008 Advanced Member Report Share Posted December 10, 2008 fun stuff GED. amazing how voxels allow for new sketchy options on the fly which would take much more forethought (or lotso zsphere manipulation) in more 'traditional' software. Quote Link to comment Share on other sites More sharing options...
Advanced Member GED Posted December 13, 2008 Author Advanced Member Report Share Posted December 13, 2008 thanks wailingmonkey, this is great fun for anyone who felt limited in their creativity by traditional 3d sculpting. I did a quick sculpt last night before bed to test out using the snake brush for some hair, about 45 mins really excited about the subtools/layers stuff coming soon Quote Link to comment Share on other sites More sharing options...
Advanced Member lc8b105 Posted December 13, 2008 Advanced Member Report Share Posted December 13, 2008 I can't see the pictures... Quote Link to comment Share on other sites More sharing options...
Advanced Member GED Posted December 13, 2008 Author Advanced Member Report Share Posted December 13, 2008 I can't see the pictures... does this forum not allow external img tags? well heres the latest pic anyway Quote Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted December 13, 2008 Report Share Posted December 13, 2008 does this forum not allow external img tags?well heres the latest pic anyway Nice dynamics! Of course, ext images supported... I see both your posts. Maybe OSX problem... Luo Chen uses OSX & Safari. Quote Link to comment Share on other sites More sharing options...
Advanced Member lc8b105 Posted December 13, 2008 Advanced Member Report Share Posted December 13, 2008 That's the "great fire wall" of our country, it will block some unwanted sites. I think gd3dart.com must be in that block list. Thanks for uploading the picture to the forum GED, now I could see it, good job! Quote Link to comment Share on other sites More sharing options...
Advanced Member Eric Dandoy Posted December 14, 2008 Advanced Member Report Share Posted December 14, 2008 Astounding work, the movement in the hair brings a slight Art Nouveau taste. I love it a lot! How fun could it be to paint directly on the voxels of such a model (sounds like a request ) Quote Link to comment Share on other sites More sharing options...
Advanced Member GED Posted December 14, 2008 Author Advanced Member Report Share Posted December 14, 2008 thanks guys, heres an experiment with the new release Ive still got some bugs with the ctrl z undos just erasing everything from the viewport and changing the tree view but other than that its great work from Andrew. heres a very quick test of the new subtool management, its great how the voxels seem to automatically conform to one another even on different layers...I wonder if that would be annoying with some projects though? maybe an on off switch for this feature would be useful i dont know. I imported the kungfu dude obj from an old mudbox sculpt I did into the merge voxel menu, placed him with the transform and then dumped a sphere on his head, he doesnt look happy about this hehe Quote Link to comment Share on other sites More sharing options...
Advanced Member GED Posted December 19, 2008 Author Advanced Member Report Share Posted December 19, 2008 thanks to Philnolan I learnt how to use the renderer and output this Loving the new layers tree and the new tools it gives, gonna play with it more this weekend. Thanks Andrew, I fully intend to buy 3.0 when it comes out, this software really is helping artists to be creative and free from technical constraints. Quote Link to comment Share on other sites More sharing options...
Advanced Member GED Posted December 19, 2008 Author Advanced Member Report Share Posted December 19, 2008 and heres another fun mess around with the new layers tools this jpg shows the steps, I just started from a sphere and then used snakes and spheres for the rest. and heres a turntable of the model still havent done a full project in 3D coat :P , this was just an evening of fun Quote Link to comment Share on other sites More sharing options...
Advanced Member Eric Dandoy Posted December 20, 2008 Advanced Member Report Share Posted December 20, 2008 Very good model. Quote Link to comment Share on other sites More sharing options...
Member artaq Posted December 20, 2008 Member Report Share Posted December 20, 2008 Nice! It'll be really cool to see how rapid people will prototype things such as armor and such using 3dcoat.... I find it so much easier to jot an idea down quickly, and come back to it later to refine Keep up the great work! Quote Link to comment Share on other sites More sharing options...
Advanced Member 3DArtist Posted December 22, 2008 Advanced Member Report Share Posted December 22, 2008 Nice sculpt. I like the armor/mask. Quote Link to comment Share on other sites More sharing options...
Advanced Member GED Posted December 22, 2008 Author Advanced Member Report Share Posted December 22, 2008 thanks for the comments and complements Ive had to remove some of the animated gifs because of my bandwidth but I might upload more here later. Im working on learning the retopology tools at the moment over a voxel sculpted creature. Quote Link to comment Share on other sites More sharing options...
Advanced Member GED Posted January 10, 2009 Author Advanced Member Report Share Posted January 10, 2009 heres what Ive been working on. I did some sculpting using the new layers system, merged it all and retopod using the topology tools and then went into max and made a good uvmap then baked normal map and ambient occlusion in xnormal. Screenshots are realtime shots from xnormal, I think model is around 4000 polys. Still getting some annoying normal artifacts from xnormal or maybe from my badly retopod model haha. Anyway thanks for extending the trial days Andrew! Quote Link to comment Share on other sites More sharing options...
Contributor artman Posted January 10, 2009 Contributor Report Share Posted January 10, 2009 Very cool creature! Quote Link to comment Share on other sites More sharing options...
Advanced Member GED Posted January 11, 2009 Author Advanced Member Report Share Posted January 11, 2009 thanks artman, I cleaned up the mesh and baked again and textured it in photoshop mostly this afternoon. real time screenshots from xnormal. Quote Link to comment Share on other sites More sharing options...
Member DonkeyPoo Posted January 12, 2009 Member Report Share Posted January 12, 2009 thanks artman, I cleaned up the mesh and baked again and textured it in photoshop mostly this afternoon.real time screenshots from xnormal. Excellent stuff, one question though, why use Max for the uvMap, does 3DC not have UVMapping functions? Quote Link to comment Share on other sites More sharing options...
Advanced Member Juan Carlos Montes Posted January 12, 2009 Advanced Member Report Share Posted January 12, 2009 Very nice Monster GED Quote Link to comment Share on other sites More sharing options...
Advanced Member GED Posted January 12, 2009 Author Advanced Member Report Share Posted January 12, 2009 Excellent stuff, one question though, why use Max for the uvMap, does 3DC not have UVMapping functions? There is UVmapping tools in 3D coats retopology section. Im used to using max pelt mapping and Im quite new to 3D coat so I tried the uvmapping in 3D coat but didnt understand it. It was easier for me to use max in the end. I cant seem to select the edge seams I want in 3D coat and when Ive selected them it automatically lays out the uvs and I want to manually lay them out so that they are easier to paint on in photoshop. when 3D coats uv tools have improved a bit and when the direct texture painting is working in 3D coat then I wont have to do all this stuff in other apps. oh and thanks Juan, your 3D coat works really look professional. Quote Link to comment Share on other sites More sharing options...
Advanced Member GED Posted January 15, 2009 Author Advanced Member Report Share Posted January 15, 2009 just tried the quadrangulation on a 30 min head sculpt and its pretty good...there do seem to be ngons and tris in it down the x symetry line hmmm? now Im looking for a tutorial on how to bake normal maps in 3D coat Quote Link to comment Share on other sites More sharing options...
Advanced Member Jokermax Posted January 15, 2009 Advanced Member Report Share Posted January 15, 2009 *hint: turn the symmetry off AFTER the quadrangulation Quote Link to comment Share on other sites More sharing options...
Advanced Member GED Posted January 16, 2009 Author Advanced Member Report Share Posted January 16, 2009 *hint: turn the symmetry off AFTER the quadrangulation ah thanks jokermax! I tried using this quadrangulated model for sculpting and it was really fast and easy, great way to make a complicated basemesh I reckon. Quote Link to comment Share on other sites More sharing options...
Advanced Member GED Posted January 16, 2009 Author Advanced Member Report Share Posted January 16, 2009 can anyone tell me how to bake a normal map from that voxel sculpted head to that quadrangulated polygon mesh? I know how to make uvs in retopo but cant seem to get the texture bake to do anything at all. Quote Link to comment Share on other sites More sharing options...
Advanced Member Jokermax Posted January 17, 2009 Advanced Member Report Share Posted January 17, 2009 merge into scene from topology tools should give you baking window or just hit quadrangulate and paint from voxel tools Quote Link to comment Share on other sites More sharing options...
Advanced Member GED Posted January 18, 2009 Author Advanced Member Report Share Posted January 18, 2009 everytime I try "merge into scene" from the retopo menu 3D coat crashes :/ Quote Link to comment Share on other sites More sharing options...
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