Contributor artman Posted March 23, 2010 Contributor Report Share Posted March 23, 2010 Very unfinished,some parts are still just mockups(rocket laucher,shield,maingun ect...) Shield is gonna be much bigger,gigantic medieval-style shield. I used Toothpaste with hard pen for the base,Sf.Clay with hard pen and SF.Pinch for hardsurface details. I'll try to get a day off and finish it friday... Quote Link to comment Share on other sites More sharing options...
Applink Developer haikalle Posted March 23, 2010 Applink Developer Report Share Posted March 23, 2010 Is that 61 mil triangles. You are really finding the limits of 3d-coat. The model really shines. Really good pose. Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted March 23, 2010 Reputable Contributor Report Share Posted March 23, 2010 Fantastic work, Artman. I looking forward to upgrading my computer,long overdue to be able to sculpt with more voxels/surface... Quote Link to comment Share on other sites More sharing options...
Contributor artman Posted March 23, 2010 Author Contributor Report Share Posted March 23, 2010 Is that 61 mil triangles. You are really finding the limits of 3d-coat. The model really shines. Really good pose. Yes, 61mil on my puny old quad with only 6gig of ram...Of course highest single voxel layer is only 15mil. With all wires and gear it will probably go up to 80mil. Im glad you like it! Thanx! Quote Link to comment Share on other sites More sharing options...
Contributor LJB Posted March 23, 2010 Contributor Report Share Posted March 23, 2010 Looking good so far Like the Detail I'm looking forward to seeing the blocked out areas become consistent with the details too. Question if you don't mind, hows performance for you at this level this is one of the more complex sculpts I have seen (Cos you show your Vox tree (Which I think is important))? I find when I push many many layers and I can get instability. But I'm not complaining bitterly, I get that with other software too when things get complex. Though it does occasionally beg the question how rigorously things are tested at more complex ends. Quote Link to comment Share on other sites More sharing options...
Contributor artman Posted March 23, 2010 Author Contributor Report Share Posted March 23, 2010 Question if you don't mind, hows performance for you at this level this is one of the more complex sculpts I have seen (Cos you show your Vox tree (Which I think is important))? I find when I push many many layers and I can get instability. But I'm not complaining bitterly, I get that with other software too when things get complex. Though it does occasionally beg the question how rigorously things are tested at more complex ends. The voxtree is 35 layers(much of the branches are collapsed in the screenshot) -First,I keep all layers invisible except the one on which Im working. I only toggle visibility of 4 or5 layers at the time for working purpose and all layers ONLY for rendering purpose. With all the layer visibles I can still rotate viewport like a boat on stormy sea and also... surprisingly rendering in render room works. Any sculpting is a no-go(even if it still works) and even slightest operations except navigation can get slow up to 3-4 minutes. Anyway,I had PLENTY of time to work with nearly all my layers visible when I was in the 100k-1mil range. Its in that range that all my design is performed.So I dont need to work while seeing "everything" after that stage. Brusheswize performance is never an issue when I work.Merging time either. I work nearly exclusively with Surface Tools and I switch from surface to voxels all the time. I work with Surface tools from lowpoly to highpoly and I switch with the Cube Icon and not with the ENter thing (because I want ALL surface tools avaible) I know Surface mode is somehow intended to add hires details and not leave it...but I really dont like voxel brushes (except maybe airbrush) Even at very lowresolution I still use nearly exclusively Sf.Clay brush,I do eveything with that brush. (I will post some organic stuff soon). The reason I switch to voxels is only to refresh topology.Like reloading your gun in TimeCrisis. Fps is always between 150fps and 50fps( for Multimil layers) Merging from surf to voxels is always below 1 minutes even for lenghty sculpting sessions(30minutes). The reason I get no performance(fps) and merging delay issue is because of brushsize I use. There is always a proper brushsize for all given resolutions to get a very fast surf-vox conversion time. If I cross that radius I get EXPONENTIAL decrease in performance. Also I dont use Pose at all. Move brush barely(only at very early stage). My only problem right now is Stamp mode ....the dragging count as a large radius brush stroke so I cant use it on multimillion layers without the dreaded delays.... so what I do instead is :I use it like I dont care and instead of converting from surf-tovox- I export the .obj from Surface mode and remerge it instead. Thats all.. (of course if I ever get a decent computer..its gonna be a little more fun ) Quote Link to comment Share on other sites More sharing options...
Advanced Member Ghostdog Posted March 23, 2010 Advanced Member Report Share Posted March 23, 2010 Wow. Nice work mate, I would have sold my Grandmother to have that as a toy when growing up. Somehow I'd love too see it animated in stopmotion style with a hint of steampunk sound fx going on. Do you have have out of memory issues unexpectedly? I've seen things bomb out on quadrangulation when I had a good 2/8 gb ram free. Quote Link to comment Share on other sites More sharing options...
Contributor artman Posted March 23, 2010 Author Contributor Report Share Posted March 23, 2010 Wow. Nice work mate, I would have sold my Grandmother to have that as a toy when growing up. Somehow I'd love too see it animated in stopmotion style with a hint of steampunk sound fx going on. Do you have have out of memory issues unexpectedly? I've seen things bomb out on quadrangulation when I had a good 2/8 gb ram free. Thanx! Nope,no problem with quadrangulation here.I always use default settings tough. I dont have "out of memory" issues but I've setted Windows paging file to 20gb so that might help...I dont think my little 6gb of ram alone could withstand my files. Quote Link to comment Share on other sites More sharing options...
Contributor LJB Posted March 23, 2010 Contributor Report Share Posted March 23, 2010 Right And I hear you on the Stamp stroke. Quote Link to comment Share on other sites More sharing options...
Member 3DToons Posted March 23, 2010 Member Report Share Posted March 23, 2010 Looks great! Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted March 24, 2010 Reputable Contributor Report Share Posted March 24, 2010 Thanks for an insight into one of your workflows,Artman. It's saved as a notepad file. I also like clone and degrade when I am just building basic form. I build form in surface mode,merge back to voxels, then clone and degrade. Rinse and Repeat the process all over again. A great way of keeping the voxel/triangle count down low till ya need the details. Quote Link to comment Share on other sites More sharing options...
Advanced Member Ghostdog Posted March 24, 2010 Advanced Member Report Share Posted March 24, 2010 Yes Artmans workflow tips have been my biggest productivity booster by far. Still need to unlearn bad habits I don't even realise I have, but that's always an ongoing effort with me. Digiman - Yeah I do the same with clone & degrade. (In my head I've named it after a shampoo bottle "rinse and repeat") I love video tutorials for learning what brushes and tools can do, and workflow stuff for learning how to DO that stuff efficiently Quote Link to comment Share on other sites More sharing options...
Contributor artman Posted March 31, 2010 Author Contributor Report Share Posted March 31, 2010 Thanx Guys! Ok,a little more work here... Head,feets,hands and gun are still waiting to get given some love but i couldnt resist starting detailing. The normal map is gonna be 2048x2048 so I cant go all crazy with it. But still its much fun to do.. viewport screenshot + a little render test Quote Link to comment Share on other sites More sharing options...
Member Markus F. Posted March 31, 2010 Member Report Share Posted March 31, 2010 Really nice, great Job on the Hardsurfaces. Wow that Polycount, is so crazy . regards Markus Quote Link to comment Share on other sites More sharing options...
Advanced Member 3DArtist Posted March 31, 2010 Advanced Member Report Share Posted March 31, 2010 Wow, that's pretty detailed. Out of curiosity, would a feature allowing you to generate a low res proxy for a layer seem useful to you? Instead of hiding many layers to increase performance, just click "generate proxy" next to a layer, select resolution decrease amount (2x,4x,8x, etc) then click ok. Then the current high res layer is saved and unloaded from memory while the generated proxy is loaded. A button would appear on the layer next to the surface/voxel toggle that would switch between high and low res objects in memory. Just wondering as I have not worked on a project with this many layers and complexity yet. Quote Link to comment Share on other sites More sharing options...
Contributor artman Posted March 31, 2010 Author Contributor Report Share Posted March 31, 2010 @ Markus F. Thank you sir! @ 3DArtist Thanx man! Out of curiosity, would a feature allowing you to generate a low res proxy for a layer seem useful to you? Hmm...it wouldnt help me much because I don't see what I would do with that proxy -I wouldnt want to render it or sculpt on it either. "For me" it would only be useful for design and placement visualisation which is cool ...but anyway all those layers were lowres at one point. But Im sure users might benefit from this idea. What I desperatly need tough is exporting of layers and branches as .3b files so i could split my voxtree to keep it lighter when I work. Exporting and remerging .obj is a pain but merging .3b files with merge tool is much easier. Quote Link to comment Share on other sites More sharing options...
Advanced Member 3DArtist Posted March 31, 2010 Advanced Member Report Share Posted March 31, 2010 What I desperatly need tough is exporting of layers and branches as .3b files so i could split my voxtree to keep it lighter when I work. Exporting and remerging .obj is a pain but merging .3b files with merge tool is much easier. I will vote for that. Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted March 31, 2010 Report Share Posted March 31, 2010 Really nice work, I shared this on Twitter for my #wipwednesday tweet. You should do a video tutorial. Quote Link to comment Share on other sites More sharing options...
Advanced Member michalis Posted April 1, 2010 Advanced Member Report Share Posted April 1, 2010 Haven't reply on this thread so far, just watching and waiting for the rest. And learning. And practicing on the model I'm working now. My problem here is the use of surface mode vs voxel mode. This model (its a challenge) needs some huge strong faces too. Its a matter of composition, this will make all these details look stronger and sharper. Most of these android models suffer from this problem. Transformers (the movie) too. Cars (similar modeling problems) don't have this issue. 3d coat or zbrush or mudbox are not the best choice for this kind of modeling, anyway its a challenge. Impressive so far Quote Link to comment Share on other sites More sharing options...
Taros Posted April 1, 2010 Report Share Posted April 1, 2010 Really nice work artman. Respect. Quote Link to comment Share on other sites More sharing options...
Contributor artman Posted August 7, 2012 Author Contributor Report Share Posted August 7, 2012 came back to this one....much easier now with proxy mode and mirrored instancing,it really makes this kind of stuff possible, I still wish I had a more recent computer tough. Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted August 7, 2012 Advanced Member Report Share Posted August 7, 2012 Nice mecha Artman! Keep it up! Quote Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted August 7, 2012 Contributor Report Share Posted August 7, 2012 Like the sign in the sawmill debarker shack said, "When in doubt, wupp it out!". Nice work! Quote Link to comment Share on other sites More sharing options...
Contributor artman Posted August 7, 2012 Author Contributor Report Share Posted August 7, 2012 Thanx guys!! It is nearly finished now. It is very funny I read back this old thread and at some point somebody asks me if something like a proxy mode would help me....and I answer :No,I don't think so...bla,bla bla. Andrew hadn't implemented such a thing at that time. And now I see the irony in that proxy mode is exactly what is allowing me to work comfortably on that scene... Quote Link to comment Share on other sites More sharing options...
Advanced Member pixo Posted August 7, 2012 Advanced Member Report Share Posted August 7, 2012 Good job ,looking forward to see it finish. Thank you for the proxy option feedback. Quote Link to comment Share on other sites More sharing options...
Member joshy Posted August 7, 2012 Member Report Share Posted August 7, 2012 Wow impressive Quote Link to comment Share on other sites More sharing options...
Advanced Member chris_solo Posted August 7, 2012 Advanced Member Report Share Posted August 7, 2012 Nice work! ++Chris Quote Link to comment Share on other sites More sharing options...
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