Advanced Member Rich_Art Posted September 22, 2010 Advanced Member Report Share Posted September 22, 2010 Looks cool indeed. Peace, Rich_Art. Quote Link to comment Share on other sites More sharing options...
Contributor LJB Posted September 22, 2010 Contributor Report Share Posted September 22, 2010 Congrats on the video on the front page of the site Tinker!!! Its so engauging I sat and watched the whole thing over and over. V inspiring. Quote Link to comment Share on other sites More sharing options...
Contributor Tinker Posted September 22, 2010 Author Contributor Report Share Posted September 22, 2010 Thank you Can you share any tips for someone getting started in Hard Surface Modeling inside of 3D Coat? In particular, tips regarding maintaining sufficient voxel resolution during the modeling process. It appears your models are extremely high resolution. Are they 4X? I use 1x resolution and control density with object size. Try to find quality/speed balance for comfortable work, for my not very fast system it is about one third of the grid. And you can increase resolution later, for detailed parts. In fact, the model should not be so much of detail, in traditional poly modeling they try to round the corners a little, and not leave them razor sharp, well 3D-Coat delivers it to you without any effort After baking normal maps everything will look as it should, because size of the islands even at 4096x4096 map is not really so big and eventually texture will be the threshold of your detail, not voxels density. Quote Link to comment Share on other sites More sharing options...
Member chippwalters Posted September 23, 2010 Member Report Share Posted September 23, 2010 After baking normal maps everything will look as it should, because size of the islands even at 4096x4096 map is not really so big and eventually texture will be the threshold of your detail, not voxels density. I'm not sure I understand. Do you export your models as triangles (50%) and then add a baked normal map? If so, how do you bake the normal map and use it with exported ploys? Perhaps you can describe your process? Quote Link to comment Share on other sites More sharing options...
Contributor Tinker Posted September 23, 2010 Author Contributor Report Share Posted September 23, 2010 You have to create topology for your model, make UVs, than bake normal map. Its usual workflow for detailed models created with any software, not only 3D-Coat. Quote Link to comment Share on other sites More sharing options...
Member chippwalters Posted September 23, 2010 Member Report Share Posted September 23, 2010 Yes, I understand about creating the topology for the model. So, then the best workflow is to re-import the large triangle mesh (which was exported from voxel model) and then create the topology in the Retopo section? Quote Link to comment Share on other sites More sharing options...
Contributor Tinker Posted September 24, 2010 Author Contributor Report Share Posted September 24, 2010 You can simply switch to retopo room and create topology over your voxel model Quote Link to comment Share on other sites More sharing options...
Contributor Tinker Posted November 24, 2010 Author Contributor Report Share Posted November 24, 2010 This is my logo work in progress. I think that modeling is completed, high detail was not planned (because it's a logo, not for large size). Hope you like it Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted November 24, 2010 Report Share Posted November 24, 2010 Very nice so far. High detail might be something to think about, you never know, you might need a high res version some day for print or something. Quote Link to comment Share on other sites More sharing options...
Contributor Tinker Posted December 18, 2010 Author Contributor Report Share Posted December 18, 2010 Hello I would like to show you some new pictures. GrueGames logo finished: Ship model from merge video retopo and UVs: Robot-miner, which I modeled in order for the video game (I was allowed to publish screenshots): I made basic shape in Maya Detailed it in 3D-Coat Retopo, UV, baking.. Maps, seamless track texture (to animate it with texture space movement), bones, skin. Final images (Unity3D): Hope you like it Thank you! Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted December 18, 2010 Advanced Member Report Share Posted December 18, 2010 Cool robot! Remembers me of those guys: http://idata.over-blog.com/0/07/00/40/robot-pompier-ulysse-31-popy.jpg http://a21.idata.over-blog.com/606x455/0/07/00/40/2/trois/ULYSSE-31-ROBOT-MECANICIEN-METAL-POPY.jpg Keep on the good work! Quote Link to comment Share on other sites More sharing options...
Contributor Tinker Posted December 19, 2010 Author Contributor Report Share Posted December 19, 2010 Thank you. Old school design was the customer's request. According to the plot is an old robot, jailed by the collapse in the mine, enters the world of modern robots. Robot's gun model, made in 3D-Coat: 1 Quote Link to comment Share on other sites More sharing options...
Contributor LJB Posted December 19, 2010 Contributor Report Share Posted December 19, 2010 That Robot is very nice. The drill is VERY good indeed. Congrats. Very Tidy weaponry too. How did you layout you retopology on the gun, Please?? This is exactly the sort of thing I love doing in 3d coat at the moment. It capture sooo much will soo soo little. Voxels are such an efficient way of doing this kind of thing. Quote Link to comment Share on other sites More sharing options...
Advanced Member Rich_Art Posted December 19, 2010 Advanced Member Report Share Posted December 19, 2010 Yeah looks great indeed. Peace, Rich_Art. Quote Link to comment Share on other sites More sharing options...
Contributor Tinker Posted December 19, 2010 Author Contributor Report Share Posted December 19, 2010 Thank you Yes, 3D-Coat is simply the best solution for creating models of this kind. Quote Link to comment Share on other sites More sharing options...
Contributor LJB Posted December 26, 2010 Contributor Report Share Posted December 26, 2010 Thanks for the show of layout Tinker. Merry Xmas Quote Link to comment Share on other sites More sharing options...
Contributor Tinker Posted December 29, 2010 Author Contributor Report Share Posted December 29, 2010 Test of new Instance feature... and the head Quote Link to comment Share on other sites More sharing options...
Contributor LJB Posted December 29, 2010 Contributor Report Share Posted December 29, 2010 that is Cool!!! :clapping::clapping:C'mon instancing power!!!! :yahoo:And the greatest thing is it all projects to retopology as expected. Awesome stuff. Nice demo!! Quote Link to comment Share on other sites More sharing options...
Contributor Tinker Posted December 29, 2010 Author Contributor Report Share Posted December 29, 2010 Thank you Quote Link to comment Share on other sites More sharing options...
Advanced Member michalis Posted December 29, 2010 Advanced Member Report Share Posted December 29, 2010 Very very nice. Impressive! And the greatest thing is it all projects to retopology as expected. ?, I don't understand LJB, still waiting for the mac build anyway. Quote Link to comment Share on other sites More sharing options...
Contributor LJB Posted December 29, 2010 Contributor Report Share Posted December 29, 2010 Very very nice. Impressive! ?, I don't understand LJB, still waiting for the mac build anyway. All instances project to a retopology as expected. As if they are a normal sculpt. is what i meant. As in if Tinker retopologised this, all the details would be projected as expexted. Instancing is truly transparent in this respect. No bugs or problems. Quote Link to comment Share on other sites More sharing options...
Contributor Tinker Posted January 6, 2011 Author Contributor Report Share Posted January 6, 2011 Hi Developing my first test project comes to an end. Since most of the graphics done in 3D-Coat, I would like to show you some screenshots http://gruegames.com/screenshots/ff_wip01.jpg http://gruegames.com/screenshots/ff_wip02.jpg http://gruegames.com/screenshots/ff_wip03.jpg As for gameplay, it is 3D version of Tetris with physics and beautiful modern graphics: normal maps, screenspace AO, etc. Hope you like it Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted January 7, 2011 Report Share Posted January 7, 2011 That looks fun and explains what some of your posted works are. Quote Link to comment Share on other sites More sharing options...
Contributor Tinker Posted February 22, 2011 Author Contributor Report Share Posted February 22, 2011 Hello. Our team is starting a new game, it will be about UFOs. So far we have been working on it 2 days but have already done a lot. I make detailed models, and my friend does retopo (he has a real talent in this). We will make every effort to make this game as quickly as possible and take into account all the experience gained in previous project. The latest versoin of 3D-Coat - just a magic tool for gamedev. Each time, I like to work with it more Quote Link to comment Share on other sites More sharing options...
Advanced Member LorenzoS Posted February 23, 2011 Advanced Member Report Share Posted February 23, 2011 Man. You don't stop do you. Great work Tinker. Quote Link to comment Share on other sites More sharing options...
Contributor Tinker Posted February 26, 2011 Author Contributor Report Share Posted February 26, 2011 Thank you Some new models: UFO weapon - HeatDrainer gun. I made modeling and textures; design: Lindsey, retopo: Messor. All in 3D-Coat. Screenshot form Unity3D engine. 1024x1024 color,spec,normals,lightmap. 3650 triangles. Next gun work in progress: Hope you like it 1 Quote Link to comment Share on other sites More sharing options...
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