Advanced Member Garagarape Posted November 19, 2016 Author Advanced Member Share Posted November 19, 2016 A little more work on the mermaid sculpt. I don't know what to use for the fish scales... The pose tool didn't make it, and I guess using a texture layer (the stamp thing) would look a bit fake... Any idea? 2 Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted November 20, 2016 Author Advanced Member Share Posted November 20, 2016 Managed to add the fish scales somehow... Look a bit like silver coins, but better than her remaining nude as a worm. Don't know if I'll put this further. I will probably chose the best angle of the mermaid and include her in a kind of matte painting thing. 3 Quote Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted November 20, 2016 Contributor Share Posted November 20, 2016 The "somehow" looks painstaking so I guess the stencil idea didn't work? I was wondering if a freeze gradient would enable a softer intersection of scale and skin. Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted November 21, 2016 Author Advanced Member Share Posted November 21, 2016 Hi Tony! I just did it the old way. A row of scales on a different layer, bended with pose tool, and duplicated many times. The stencil was not good enough for this --> I don't mean the stencil tool is bad, it's just that fish scales have an orientation that is hard to express only with a 2D Pattern. I don't know what a freeze gradient is. I will check this at home tonight. Thanks for the hint! Cheers! 1 Quote Link to comment Share on other sites More sharing options...
Carlosan Posted November 21, 2016 Share Posted November 21, 2016 This ? or use procedural paint BUT with freeze option, then come back to sculpt room and use extrude tool. Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted November 21, 2016 Author Advanced Member Share Posted November 21, 2016 Carlosan, Tony, thanks for the hints. I forgot those features and got round with old methods... I guess the spline tool use shown in the Smaug video would have been good. Will try this on the next sculpt. 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted November 26, 2016 Author Advanced Member Share Posted November 26, 2016 I made this sea turtle to test PBR workflow a bit. Time to finish the mermaid now. 4 Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted November 26, 2016 Author Advanced Member Share Posted November 26, 2016 A quick render in Toolbag + few tweaks in Photoshop. 3 Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted November 26, 2016 Reputable Contributor Share Posted November 26, 2016 Nice work. Here is some more food for thought: You can also use the IMPORT tool with ON BRUSH checked, to very quickly place many copies of the same type of shape/object. There is a demonstration of that starting around the 6:50 mark in this video: 2 Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted November 27, 2016 Author Advanced Member Share Posted November 27, 2016 Thank you Don! The features shown in the videos are cool. I could have used them on the mermaid. Thanks for sharing! Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted December 14, 2016 Author Advanced Member Share Posted December 14, 2016 Working on a paint over to end the "mermaid" project. It is mostly cheating in Photoshop (don't have the guts to make hair in 3dCoat this time) 3 Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted December 16, 2016 Author Advanced Member Share Posted December 16, 2016 Here is the final version. I'd like to put it in the finished work gallery, but it's more a paint over than something entirely done in 3dCoat, so... may be not. 4 Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted December 17, 2016 Author Advanced Member Share Posted December 17, 2016 This one's better (more contrast and less saturation). Paint over is fun and easy with a 3dCoat model as a work base. 5 Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted December 23, 2016 Author Advanced Member Share Posted December 23, 2016 I didn't want to left the previous work undone, but had no time to re-work the 3d model. Finally I used smart materials on metallic parts, did a render in 3dCoat and arranged other parts in Photoshop. This is not perfect, but I'm happy that somehow this character is finished. Leaving things undone is like a lost battle to me. Not a Christmas related work, but... ... Merry Christmas to you all! 5 Quote Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted December 23, 2016 Contributor Share Posted December 23, 2016 Beautiful as usual, but the pose is unstable. If the left foot was rotated to the left it would provide a better foundation and the right leg advanced in the direction of travel. 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted December 23, 2016 Author Advanced Member Share Posted December 23, 2016 Thanks Tony. The left foot, seen from us? Or the character left foot? I'd like to try to fix it. I wanted to make it dynamic, but, yes, it's a bit odd. Merry Christmas! Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted December 23, 2016 Author Advanced Member Share Posted December 23, 2016 Reworked the feet a little (Picture above updated). I'm not sure it is exactly what you had in mind Tony; but at least you made me change it for better. Thanks! Quote Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted December 23, 2016 Contributor Share Posted December 23, 2016 The load bearing foot. The trick is to suggest movement without toppling over. We have a sense of stability or balance that when A figure does not match this inner ear thing, it looks unstable (imagine it made of bronze). Tilted that far forward might mean the right leg would have to move very fast to prevent the character from falling (in an animation, for instance). I think if you reduced the figures tilt, you would arrive at a point where it looked 'right'. Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted December 26, 2016 Author Advanced Member Share Posted December 26, 2016 Dwarf King Statue Doodle 2 Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted December 26, 2016 Reputable Contributor Share Posted December 26, 2016 Great work as always... The girl in your 3D combo 2D work appears to right handed as the sword is in her right hand and the arm is forward. Put your self in the girl's pose and you will feel unstable. Her right foot needs to be more forward. Also you might look at her stance, she appears to be charging forward though her sword is more or less in a defensive position. Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted December 26, 2016 Author Advanced Member Share Posted December 26, 2016 Hi David! Happy to read you! I thought of you when I went to my sister's wedding in South Carolina a few months ago. Actually her husband has some family in Texas. The trip was too short to escape from Greenville and try to meet friends. May be next time. That was my first time in America and I was very happy to discover your country (well, at least a tiny piece of it). Yes, the soldier girl is not perfect, but I've changed the legs position three times (this is rotating parts in Photoshop, for it is not a skinned model). I'm kind of done with it. I tried to follow Tony's advices, but I didn't managed to tweak it good ("Whip it good" Devo) . In fact she's stepping forward just after she took the saber out of it's sheath. I wanted to suggest that move by the blur on her right arm and the cloth floating. But it's a fail. Have to rig the model probably and take more time, but I want to start something else. Toolbag3 seem to be a wonderful tool. I may try to make another character to test it. But for the moment, sculpt doodle is fine. Cheers! Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted December 27, 2016 Author Advanced Member Share Posted December 27, 2016 I gave a shot to Shapeways 3D print services. That's cool to be able to hold a 3dCoat model in the hand! 4 Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted January 9, 2017 Author Advanced Member Share Posted January 9, 2017 It does work! Thanks Wojtek! Never thought of this workflow in 3dCoat though I used it in Maya long ago. Still, I found it hard to figure out how high is the mountain while painting over the stencil from above. Being able to extrude it all at once like when you load a height map in Maya would be cool. The result on the pic is still rough. I guess I have to rework the grey scale map. 2 Quote Link to comment Share on other sites More sharing options...
Carlosan Posted January 9, 2017 Share Posted January 9, 2017 Import Image as Mesh help your workflow ? Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted January 9, 2017 Author Advanced Member Share Posted January 9, 2017 Carlosan! Thank you for the tip! I can't get a nice detail definition on the mesh though. The "Import Image as a Mesh" is a good workflow shortcut. It takes not much time. I like it. But I didn't found options to chose the voxel definition. It gives me a 0.6 density model whatever I do. I tried the stencil way described in Wojtek thread. Even with a 4096X4096 stencil texture (height map) and X16 definition mesh (26 millions polys) the result is too rough. I can't tell if it is a lack of density or if the height map that is not subtle enough. Also, trying to build a very wide area at once is may be not a good idea. I'm gonna make a few other tests with one stencil for each mountain rather than trying to build the whole scene at once. Well... may be the fail is due to something else, but I just don't get it for the moment. Quote Link to comment Share on other sites More sharing options...
Carlosan Posted January 9, 2017 Share Posted January 9, 2017 duplicate the layer density before import ? Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted January 9, 2017 Author Advanced Member Share Posted January 9, 2017 I tried that already. The import creates another layer. Didn't find a way to force the import to use the layer previously created. It systematically gives a 0.6 density layer. But there's surely another way. Cheers! Quote Link to comment Share on other sites More sharing options...
Advanced Member Wojtek Kapusta Posted January 9, 2017 Advanced Member Share Posted January 9, 2017 I work with voxels... I will try also Carlosan's suggestion with mesh. Try with 'global space' and 'smooth' in geometry. Textures and bump maps do their job in keyshot. Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted January 10, 2017 Author Advanced Member Share Posted January 10, 2017 Thanks Wojtek! I managed to get descent volumes combining your technique and Carlosan one. Importing image as a mesh takes a little effort, because it's hard to tell what will be the height of the mountain with a range going from pure black to pure white. Tweaking "Bump thickness" helped more than working on height map subtle values. The density and the mesh size created by "import image as a mesh" seem to be screen based. With the same texture I get completely different things depending on my camera being close or far from world center. Now I have to think of buildings or aircraft to put on the scene and give an idea of the scale... Thank you for your help. That's fun to try something new! 2 Quote Link to comment Share on other sites More sharing options...
Advanced Member Wojtek Kapusta Posted January 10, 2017 Advanced Member Share Posted January 10, 2017 Niceee! Quote Link to comment Share on other sites More sharing options...
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