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Scary M

Scary M's Sketch book

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Thank you Tony! :D but I need learn so much.

I have finished this sculpt now to where i am happy here is the finished shot of sculpt and retopology

High detail below -

Revolting_010.thumb.PNG.5c336311ba76e646533d736b9cc7b1a6.PNG

Projection -

Revolting_011.thumb.PNG.0b5ab735d768c567858f744ecdae6b45.PNG

Projected onto new topology -

Revolting_012.thumb.PNG.d4fa210023d2a28adfbe8b00412f1480.PNG

and Wireframe below nothing to spectacular.

Revolting_013.thumb.PNG.b6a243b947eb454226859a4efe7d1e93.PNG

I hope you guys like it.

 

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9 hours ago, Scary M said:

Little Fun video 5x speed for you guys Part 2 will follow.

Leigh, have you tried enabling REMOVE STRETCHING during your sculpts? In some respects, it's like sculpting with the standard Surface Brushes with a modest amount of LiveClay tessellation added under the brush. Just wondered if you prefer not to use it.

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Yeah I turn it off on purpose, bit I didn't realise it had live clay? I saw how it removes clarity from brush strokes so I turned it off, ie you see the brush remesh the stroke after you perform it, in the split second afterwards.

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2 hours ago, Scary M said:

Yeah I turn it off on purpose, bit I didn't realise it had live clay? I saw how it removes clarity from brush strokes so I turned it off, ie you see the brush remesh the stroke after you perform it, in the split second afterwards.

It optimizes the mesh, yes, so it's not explicitly tessellating the same as LiveClay. However, you will notice that, like LiveClay, it tessellates more as the brush size grows smaller and the more the vertices extrude. 

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Ah the reason i hadnt noticed the Brush size dependancy was i was used to using the rapis brushes in the vox room and i just assumed it was the same resampling, thanks for head up Don.

Next Part up -

 

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Hi Scary M, 

These are all great! But a question for you, I dont know if i am being dumb or not. A few posts back up the thread there is an image of a retopoed wire frame and you say Its projected. Whats all that about? I an not sure I am understanding it.

The way I work these days is ... I  sculpt in 3dcoat, vertexpaint then export it to Blender and render it ,as long as I keep under about 20 million polys , everything works out fine for me. Quick and simple

But Im always willing to learn  something new ( if its not to difficult!)

Or... when you say projected do you mean baked ?  I can do  retopo and bake , but life is generally to short for me to do that when I can get where I want to go as detailed above. And I think i have heard of projecting details but thats about it.

ta  Stu

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Hi Stuart, there are two ways to look at it, and it depends on what the result will be used for.

The first, I predominantly want stuff game engine or animation, therefore baked is a term to transfer detail to the game/film asset. dependant on the level of detail required I like to do a pass in zbrush or sculpt completely in zbrush, we get better results detail wise from the brush engines in ZBrush if we used an optimiesd quad poly mesh. re projecting detail is taking a high poly in this case voxel or surface sculpt form 3D coat and retopologising the subdividing retopolgy and projecting the fine details from the high poly sculpt to high poly retopology. This way if we have UV on the retopology it remains intact and it is a direct transfer of detail rather than a projected normal.

This is why 3d coat asks if we want to subdivde our mesh before we bake. A common workflow would be to take 3dc sculpt into zbrush, with retopology and re project details through all levels of subdivision on the retopology, then we can do very fine details in ZBrush then bring mesh back into coat for map baking. as the UV of retopology remains consistent this give best results

Games/Animation require a much optimised mesh for realtime and deformation, try animating a 20 mil poly mesh and watch even the most highspec system turn into a slide show. you mention as long as the mesh is around 20 million. retopologising may help you simply from  work with sense. The diffenrence working with a optimised 20k mesh compared to trying to work with a 20 mil heavy mesh is night and day.

or The Second if all your doing is sculpts for still images with no animation or game engine in mind simply sculpting in Surface or Vox is fine though i would say optimising the mesh wouldnt hurt for both detailng and work with. Hope that explains it.

Edited by Scary M
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32 minutes ago, Scary M said:

Hi Stuart, there are two ways to look at it, and it depends on what the result will be used for.

The first, I predominantly want stuff game engine or animation, therefore baked is a term to transfer detail to the game/film asset. dependant on the level of detail required I like to do a pass in zbrush or sculpt completely in zbrush, we get better results detail wise from the brush engines in ZBrush if we used an optimiesd quad poly mesh. re projecting detail is taking a high poly in this case voxel or surface sculpt form 3D coat and retopologising the subdividing retopolgy and projecting the fine details from the high poly sculpt to high poly retopology. This way if we have UV on the retopology it remains intact and it is a direct transfer of detail rather than a projected normal.

This is why 3d coat asks if we want to subdivde our mesh before we bake. A common workflow would be to take 3dc sculpt into zbrush, with retopology and re project details through all levels of subdivision on the retopology, then we can do very fine details in ZBrush then bring mesh back into coat for map baking. as the UV of retopology remains consistent this give best results

Games/Animation require a much optimised mesh for realtime and deformation, try animating a 20 mil poly mesh and watch even the most highspec system turn into a slide show. you mention as long as the mesh is around 20 million. retopologising may help you simply from  work with sense. The diffenrence working with a optimised 20k mesh compared to trying to work with a 20 mil heavy mesh is night and day.

or The Second if all your doing is sculpts for still images with no animation or game engine in mind simply sculpting in Surface or Vox is fine though i would say optimising the mesh wouldnt hurt for both detailng and work with. Hope that explains it.

Thanks for sharing that last video, Leigh. BTW, there has recently been added a Reproject tool in Surface Mode, but I don't think it yet works with Retopo Meshes. I thought about asking Andrew if he would enable that, but after further thought, SNAPPING is basically the same thing. As you know, we can snap the entire mesh or locally with the Brush tool (SHIFT key with a smoothing value of 0 is the exact same as using the Reproject tool using a brush)

 

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Hi, Thanks for the reply Scary M, Yeah I think I am getting it. I think I was looking at your sculpts and thinking what is he doing all that for when he can just render what he has already. So basically with these sculpts you are just thinking ahead,with thoughts about animation and games.

I used to retopo everything and then have a load of assorted maps to apply. So everyting used to take days to complete. The novelty of drawing little squares has worn off now . I used to use zremesher which saved a bit of time sometimes . But having just passed another significant birthday, the days are just flyng by so I try to spend only acouple of days per project. I have had an actual 'client' recently and I think part of the reason he asks me is that he knows he will get 3 characters emailed  out in about 2 days! 

I always wanted to do it the 'proper' way with all the maps and everyfink. But it turns out there is no proper way is there . Unless you are sending stuff down a pipeline.

Thanks for your speedy reply

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Stuart your soo right!!! there is no real right way. Whatever works for the person doing it. As long as it gets the job done that needs to be done!

New Video today -

Hope you guys like. Loads more to follow.

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Leigh, Andrew recently added all the core Surface Brushes to the SURFACE TOOLS section, in Voxel Mode, and moved that section right under the Voxel Brushes. It includes the FREEZE Brush with the Freeze Menu available as well. I pushed to get all these additions to make Voxel Mode like a true Hybrid mode, where an experienced sculpter could do the vast majority of their work in it, working virtually seamlessly between Voxel brushes and Surface Brushes.

4.9.41 includes the Surface Smooth brush as well as the SHIFT and CTRL + SHIFT  menu's. Please try using TANGENT SMOOTH in either of those 2 menus, and RELAX as a very low-grade smoothing algorithm without degrading the major surface contours much if any. Tangent Smooth will really help clean up the nastiness along the edges when using the SURFACE PINCH brush. I noticed it works really well in areas like the eyes and creases around the nostrils, etc., when they get a little jagged along the contour lines. It helps me not to have to increase the resolution much, if any, to smooth those areas out. When I need just a little more smoothing but as strong as a normal smoothing brush, I like to use RELAX in the SHIFT menu. I think you'll like it once you start playing with it.

The PRESETS Panel has folders now along with some pretty decent presets you may want to test...including some in the POLISH folder. They work with the Surface Tools in Voxel mode, as well as in Surface mode.

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2 minutes ago, Scary M said:

Ooo That is exciting ill DL and have a play this afternoon

 

Very cool. BTW, the Move tool in Voxel mode is basically the Surface Move tool by default. To re-voxelize, all you have to do is select a Voxel Brush after using it.

Another brand-spanking new feature in 4.9.41, is the ability to use EXTRA DETAIL in the SHIFT or CTRL + SHIFT menu, to basically dynamically tessellate under your brush, as long as you have a SURFACE TOOLS brush active. It's like having LiveClay tessellation available with a hotkey....all while you are technically still in Voxel Mode. If you do a bunch of sculpting edits/work with the Surface tools brushes, you can switch your layer to Surface mode and 3DCoat will store all of that work on the currently selected sculpt layer. 

You could create a duplicate > switch to Voxel mode if you want to work with Voxels for a while and later project those changes back onto the Surface mode layer, like the workflow shown in the video I linked to, earlier. Just mentioning some of the recent changes you might not have been aware of if you are just coming back from a lengthy spell away from the app

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Don I'm not sure I see a need for the project brush, it cannot work in any benificial way in its current environment for me.

It would be an awesome addition to the Retopo room but even then unless we could sculpt on an organised mesh or quad topology that isn't automatically triangulated then it's still a little redundant. It just adds an extra step.

Sorry if that seems negative but I'm looking at from this point of view. Why would I Need to clone to a voxel volume (Which in nature will have less detail) then reproject all that inferior detail back onto the higher res surface mesh? By the stage at which I need to project detail onto a surface mesh it need to have. The only advantage of switching to a lower res state would be to make large changes, however those lower res changes would likely be too great to be re projected, ie moveing or scaling)  it's probably just the way I work with the tool which hasn't really changed in past 5 years. 

Another way it could have been benificial would be to project multiple volumes onto a single surface mesh for printing.  However with my workflow if I had that case I would clone and combine all the pieces into a vox volume the convert it to surface anyhow so what would the be left to project. Therefore my analogy that the tool is kind of redundant in its current environment stands. If all we can do with the tool is project one form of non organised mesh onto another non organised mesh.

Not a rant I just don't see the point. I'm sure some people use it all the time.

Core Brushes being the the vox room is nice and I do like the smoothing options very good addition. 

I'd love to play with the custom brushes properly but until the clay brush works correctly (as in negative CTRL removes clay, which it doesn't it just adds clay)I have no need to set them up. 

Sculpt layers are great too use layers in Zbrush all the time. Great addition.

Edited by Scary M
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19 hours ago, Scary M said:

Don I'm not sure I see a need for the project brush, it cannot work in any benificial way in its current environment for me.

It would be an awesome addition to the Retopo room but even then unless we could sculpt on an organised mesh or quad topology that isn't automatically triangulated then it's still a little redundant. It just adds an extra step.

Sorry if that seems negative but I'm looking at from this point of view. Why would I Need to clone to a voxel volume (Which in nature will have less detail) then reproject all that inferior detail back onto the higher res surface mesh? By the stage at which I need to project detail onto a surface mesh it need to have. The only advantage of switching to a lower res state would be to make large changes, however those lower res changes would likely be too great to be re projected, ie moveing or scaling)  it's probably just the way I work with the tool which hasn't really changed in past 5 years. 

Another way it could have been benificial would be to project multiple volumes onto a single surface mesh for printing.  However with my workflow if I had that case I would clone and combine all the pieces into a vox volume the convert it to surface anyhow so what would the be left to project. Therefore my analogy that the tool is kind of redundant in its current environment stands. If all we can do with the tool is project one form of non organised mesh onto another non organised mesh.

Not a rant I just don't see the point. I'm sure some people use it all the time.

Core Brushes being the the vox room is nice and I do like the smoothing options very good addition. 

I'd love to play with the custom brushes properly but until the clay brush works correctly (as in negative CTRL removes clay, which it doesn't it just adds clay)I have no need to set them up. 

Sculpt layers are great too use layers in Zbrush all the time. Great addition.

I understand where you are coming from and I personally would not normally see a need for a Reproject tool. Someone else requested it, but It is quite handy in some circumstances. For example, many users over the years have complained that once you start working with LiveClay, you are sort of stuck and cannot go back to Voxel Mode, to use any of it's tools or brushes, or you stand to lose some detail. I personally don't often see a need to do that, anyway, but on rare occasion I might and others have....that's why they brought it up. I'm thinking of situations where they may want to use VoxHide, which is quite popular and works only in Voxel mode. Another circumstance might be situations where the FILL brush in Voxel Mode works way better than in Surface mode.

As for the Clay Brush not subtracting when CTRL is held down (or Invert Action is checked in the Toolbar) I'm not sure I understand what you mean. It subtracts on my end. I tested the new BASE BRUSH in the CUSTOM  section of the Tool Panel (Surface Mode). It somehow doesn't work with CTRL. I showed that to Andrew just now and he should fix it soon

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@Scary M

Thx for sharing the issue.

IF Buildup settings is ON, and spacing is 0.040, i can replicate it

IF Buildup settings is Off, and spacing is 0.040, i cant replicate it

IF Buildup settings is ON, and spacing is 0.1, i cant replicate it

 

NObuildup.jpg

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