Advanced Member Jake_H Posted July 21, 2009 Advanced Member Report Share Posted July 21, 2009 Nice QUAKE style cyborg Tinker - good to see your workflow. Quote Link to comment Share on other sites More sharing options...
Contributor Tinker Posted July 22, 2009 Author Contributor Report Share Posted July 22, 2009 Topo nearly finished, but problem with difficult of access places. Realy need tool to hide parts of topology. Work slow down significantly. Btw, is there a way to remove that blue isolated vertexes? P.S. Export-import mesh works not good. Some vertexes are on differen place after it, even after just re-import without edit. Quote Link to comment Share on other sites More sharing options...
Advanced Member cuffins Posted July 22, 2009 Advanced Member Report Share Posted July 22, 2009 Btw, is there a way to remove that blue isolated vertexes? Hover over it until they highlighted and press DEL. (Thx to Akira) Quote Link to comment Share on other sites More sharing options...
Taros Posted July 22, 2009 Report Share Posted July 22, 2009 Topo nearly finished, but problem with difficult of access places. Realy need tool to hide parts of topology. Work slow down significantly.Btw, is there a way to remove that blue isolated vertexes? P.S. Export-import mesh works not good. Some vertexes are on differen place after it, even after just re-import without edit. This is one important reason to use different layers for single objects. A good schedule is very important, as alway for complex models. I am curious. Quote Link to comment Share on other sites More sharing options...
Contributor Tinker Posted July 22, 2009 Author Contributor Report Share Posted July 22, 2009 Hover over it until they highlighted and press DEL. (Thx to Akira) Woohoo thay gone! Thank you And thanks to Akira This is one important reason to use different layers for single objects. A good schedule is very important, as alway for complex models. wink.gif I have in voxels hands separated from the body, but wish i could do it with topology too, or just hide them. Quote Link to comment Share on other sites More sharing options...
Taros Posted July 22, 2009 Report Share Posted July 22, 2009 Woohoo thay gone! Thank you And thanks to Akira I have in voxels hands separated from the body, but wish i could do it with topology too, or just hide them. Yes, that would be really helpful. It is time for "Retopo-Layers..." Quote Link to comment Share on other sites More sharing options...
Taros Posted July 22, 2009 Report Share Posted July 22, 2009 I've posted a feature request: http://www.3d-coat.com/forum/index.php?showtopic=3110 Quote Link to comment Share on other sites More sharing options...
Contributor artman Posted July 22, 2009 Contributor Report Share Posted July 22, 2009 Export-import mesh works not good. Some vertexes are on different place after it, even after just re-import without edit. Toggle voxel layer visibility off when importing in retopo.(make it visible again after you've pressed enter) Quote Link to comment Share on other sites More sharing options...
Contributor Tinker Posted July 22, 2009 Author Contributor Report Share Posted July 22, 2009 Nice trick! Thank you Fixed some problem places. Now i can emulate hide throu cutting mesh apart in C4D, spending some additional time on it, but i can do it now Quote Link to comment Share on other sites More sharing options...
Advanced Member Juan Carlos Montes Posted July 22, 2009 Advanced Member Report Share Posted July 22, 2009 Wow nice work Tinker! I really like your Character Quote Link to comment Share on other sites More sharing options...
Contributor Tinker Posted July 23, 2009 Author Contributor Report Share Posted July 23, 2009 Topo, UVs and baking done. 7048 triangles, 2048x2048 normal and occlusion map. yep, there are some little distortions, i think it will be ok after texturing. Btw, 3D-Coat normal baking tool great! Nice normal map out of the box. No need of photoshop and bluring. Quote Link to comment Share on other sites More sharing options...
Contributor LJB Posted July 23, 2009 Contributor Report Share Posted July 23, 2009 Very impressive I must say. Very good retop. Quote Link to comment Share on other sites More sharing options...
Contributor Tinker Posted July 25, 2009 Author Contributor Report Share Posted July 25, 2009 I think i finished texturing: 7048 triangles 2048x2048 normal, texture+occlusion and specular maps. Some animations left and ready to use in any 3d engine (i did it for Unity3D engine im playing now with) Quote Link to comment Share on other sites More sharing options...
Advanced Member -Shadow- Posted July 25, 2009 Advanced Member Report Share Posted July 25, 2009 ИМХО по скринам текстура выглядит монохромно и грязновато , возможно это из-за АО... + можно было бы добавить деталей на текстуре Quote Link to comment Share on other sites More sharing options...
Contributor Tinker Posted July 25, 2009 Author Contributor Report Share Posted July 25, 2009 со стороны конечно виднее, но мне не нравятся яркие и чистые текстуры (аля варкрафт). Пятна и приглушенные цвета сделаны специально Quote Link to comment Share on other sites More sharing options...
Advanced Member -Shadow- Posted July 25, 2009 Advanced Member Report Share Posted July 25, 2009 мне тоже не нравятся яркие и чистые текстуры... но я говорил про другое PS на всяк случай... я не навязываю свое мнение, ты автор и тебе виднее Quote Link to comment Share on other sites More sharing options...
Applink Developer haikalle Posted July 25, 2009 Applink Developer Report Share Posted July 25, 2009 Very nice work. It's very nice to see the progress of this sculpt. You can see that you have worked many hours with this model and now it starts to pay off. Congralulation! Quote Link to comment Share on other sites More sharing options...
Taros Posted July 25, 2009 Report Share Posted July 25, 2009 I think i finished texturing: 7048 triangles 2048x2048 normal, texture+occlusion and specular maps. Some animations left and ready to use in any 3d engine (i did it for Unity3D engine im playing now with) Not much to say. I like the dark, end of time like style. Quote Link to comment Share on other sites More sharing options...
Member Dele Posted July 26, 2009 Member Report Share Posted July 26, 2009 Very impressive Tinker! Inspiring work! Quote Link to comment Share on other sites More sharing options...
PalSan Posted July 26, 2009 Report Share Posted July 26, 2009 Tinker very nice!!!! мне нравится, очень красиво. чувствуется опыт автора. Quote Link to comment Share on other sites More sharing options...
Advanced Member 3DArtist Posted July 26, 2009 Advanced Member Report Share Posted July 26, 2009 This is awesome! great workflow ideas and great results. Quote Link to comment Share on other sites More sharing options...
Contributor LJB Posted July 26, 2009 Contributor Report Share Posted July 26, 2009 Tinker I think you should be the first to grace the "Finshed Work" thread dont you all? Great work. Quote Link to comment Share on other sites More sharing options...
Contributor Tinker Posted July 29, 2009 Author Contributor Report Share Posted July 29, 2009 Little texture improvements as -Shadow- advised. Quote Link to comment Share on other sites More sharing options...
Contributor artman Posted July 29, 2009 Contributor Report Share Posted July 29, 2009 this version is on vitamins the details and colour scheme really pop (stand out). Nice work indeed! Quote Link to comment Share on other sites More sharing options...
Advanced Member GED Posted July 29, 2009 Advanced Member Report Share Posted July 29, 2009 nice texture the uv map looks a bit messy though. did you use an auto unwrap? Quote Link to comment Share on other sites More sharing options...
Contributor artman Posted July 29, 2009 Contributor Report Share Posted July 29, 2009 he posted his uv sheet a few page before dude.... Quote Link to comment Share on other sites More sharing options...
Advanced Member GED Posted July 29, 2009 Advanced Member Report Share Posted July 29, 2009 he posted his uv sheet a few page before dude.... yeah I saw it and thats what I was refering to when I said it looks a little messy, its not evident on the model though so its still a very good job Quote Link to comment Share on other sites More sharing options...
Advanced Member -Shadow- Posted July 29, 2009 Advanced Member Report Share Posted July 29, 2009 Little texture improvements as -Shadow- advised. изменения хоть и не значительные, но текстура и модель стала выглядеть значительно лучше и живее Quote Link to comment Share on other sites More sharing options...
Contributor Tinker Posted July 29, 2009 Author Contributor Report Share Posted July 29, 2009 Thank you im happy you like it. As for UV, i did it in "UVlayout" program, unfolded manualy and then auto pack it. As for me i dont think its so bad Yep, there much unused space, but model has many tricky shapes, hard to cut for compact pack. Now i found much more efficient workflow than i used. Its better to add greebles on texturing stage, not while sculpting. Voxel greebles make unwrap difficult bcos of detailled topology. On texturing stage its easy and effective to add greebles directly on flat surface. Time saving, and can be colored and with specularity. I did this greebles in C4D than imported as a brush. 3D-Coat build dispacement channel, than i edited brush in PS, added color and spec. I placed it with single click on model with "stamp" tool Next time im planing save much time with this workflow. Quote Link to comment Share on other sites More sharing options...
Advanced Member kay_Eva Posted July 29, 2009 Advanced Member Report Share Posted July 29, 2009 cool, it'd also be nice to see a screenshot of your texture progression? Quote Link to comment Share on other sites More sharing options...
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