Member Phizter Posted December 10, 2010 Member Report Share Posted December 10, 2010 Last weekend I was giving 3D-Coat 3.5.06C a test drive. The test subject was this orcish fella. Everything from sculpting to render was done in 3D-Coat, starting from a standard sphere. So I though, he would serve good as my first WIP/Doodle post on this forom. Even though I find that 3D-Coat still does have lots of minor bugs, I think its really amazing how this application just keeps improving. It is getting quite speedy. Things that before were only possible in Sculptris and ZBrush, like manipulating large areas with the move tool, can now be done at the same speed in 3D-Coat. Over the past 6 month I have been using Sculptris a lot for doodeling and concept work, but it looks as if it will soon be rendered redundant. At least in its current Alpha 5 state. I will still be needing ZBrush though, for the final details and to interact with 3DS Max. 1 Quote Link to comment Share on other sites More sharing options...
Member Phizter Posted December 24, 2010 Author Member Report Share Posted December 24, 2010 Ive been working a bit more on the orc torso. Still everything was done in 3D-Coat. Even though 3D-Coat is in most areas superior to Sculptris, I do miss the Sculptris crease tool and the non uniform (action sensitive) resolution. 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member michalis Posted December 24, 2010 Advanced Member Report Share Posted December 24, 2010 Obviously you know how to sculpt. Being also a zbrush user, I just noticed that you're working like in zbrush or sculptris. From the standard sphere. As here we have voxels you can start cutting large portions, do geometry and then for details or anything you wish. Another method is to start merging any obj you like as voxels are the best boolean tool I know. Go fast to zbrush and come back any time. These two apps can work as one. Have fun, welcome to the forum. Quote Link to comment Share on other sites More sharing options...
Member Phizter Posted December 26, 2010 Author Member Report Share Posted December 26, 2010 Being also a zbrush user, I just noticed that you're working like in zbrush or sculptris. From the standard sphere. As here we have voxels you can start cutting large portions, do geometry and then for details or anything you wish. Another method is to start merging any obj you like as voxels are the best boolean tool I know. Go fast to zbrush and come back any time. These two apps can work as one. Have fun, welcome to the forum. Hi Michalis, Merry Christmas I agree, doing boolean operations in 3D-Coat is a joy, especially on organic objects. The head and the torso, started out as two separate models that I merged into one object once I was happy with the individual parts. Actually I also did a test bringing the Torso into Zbrush. But before I did that, I made a retopologized lowres mesh in 3D-Coat that I then subdivided in Zbrush and and projected onto the original to ensure that my Zbrush mesh would consist of only quads. This test proved to be quite time consuming, and its probably not a thing I would recommend doing before the very last stage of ones modelling. But then again Im still in the middle of a learning process, so Im not really sure. Anyways going back and forth between 3D-Coat and Zbrush still appears a bit cumbersome to me. I cant figure out how to control my objects pivot points. Hence when I bring object from Zbrush into 3D-Coat I always have to reposition them. Also details added to models in Zbrush disappear in in 3D-Coat if you are not working with a really high res. Finally I prefer having only quads in Zbrush to avoid artifacts, and so far I havent been able to find a fast way of achieving this when coming from 3D-Coat. I would love to learn more about this work flow as I really do enjoy working in both applications. -Martin 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member michalis Posted December 26, 2010 Advanced Member Report Share Posted December 26, 2010 This test proved to be quite time consuming, and its probably not a thing I would recommend doing before the very last stage of ones modelling Learn how to use guides for autoretopo. Learn how to edit results and eliminate tris and quads. (there's a nice select palette in retopo menu, select n-gons, select tris, very useful) Why to do this from early stages? Because you'll find the retopoed mesh is great for sculpting in zbrush. But its up to you. I prefer voxels up 2-4 M not more. Better tool for sketching and searching a concept. Have in mind that a fast retopo fast UVs and baking in MicroVertex MV mode is the best way to export a hidef mesh in zbrush. You just reconstruct subs then (as these are quads). The time consuming process is to kill ngons. But its a ten min work, not more. Quote Link to comment Share on other sites More sharing options...
Member Phizter Posted December 28, 2010 Author Member Report Share Posted December 28, 2010 (there's a nice select palette in retopo menu, select n-gons, select tris, very useful) Have in mind that a fast retopo fast UVs and baking in MicroVertex MV mode is the best way to export a hidef mesh in zbrush. Yes I definitely have to get better acquainted with the AUTOPO feature and the retopo tools as well. I didnt even know there was a menu allowing you to select ngons and triangels before you told me about it. That will definitely come in handy some day soon. When it comes to baking in 3D-Coat I am all green. I have not been baking anything I 3D-Coat yet. Mostly because in the company where I work we have our own normalmap baker, specially tailored for the tangent-space we use in our game engine. Hence when we are doing ingame maps we use proprietary software. And I newer really considered baking maps to be used in Zbrush. Why is Microvertex better than Per Pixel when baking? Quote Link to comment Share on other sites More sharing options...
Advanced Member michalis Posted December 28, 2010 Advanced Member Report Share Posted December 28, 2010 Why is Microvertex better than Per Pixel when baking? Not only for baking maps, here you can export hi density quality meshes! Thats why. As these maps have quads only, zbrush can reconstruct subs. Quote Link to comment Share on other sites More sharing options...
Member Phizter Posted December 29, 2010 Author Member Report Share Posted December 29, 2010 Not only for baking maps, here you can export hi density quality meshes! Thats why. As these maps have quads only, zbrush can reconstruct subs. Wow. I just tried to bring a model from 3D-Coat to Zbrush via the Autopo-Microvertex road. That is definitely the way to go . Michalis, thanks a lot for spending your time on teaching me how to do 3D. This is much appreciated . Quote Link to comment Share on other sites More sharing options...
Contributor LJB Posted December 29, 2010 Contributor Report Share Posted December 29, 2010 Nice Orc, Reminds me a bit of the Cyclops in "The Seventh Voyage of Sinbad" (1958). Quote Link to comment Share on other sites More sharing options...
Member Phizter Posted October 13, 2011 Author Member Report Share Posted October 13, 2011 A quick Birdman i did this morning. Mostly using Mud2, Smooth and Move in Surface mode. Mud2 is No doubt my favorite. 1 Quote Link to comment Share on other sites More sharing options...
Member marupura Posted October 13, 2011 Member Report Share Posted October 13, 2011 nice work! mud2 is cool brush.Also for me, it is a favorite Quote Link to comment Share on other sites More sharing options...
Contributor LJB Posted October 24, 2011 Contributor Report Share Posted October 24, 2011 Oh I like that Bird Bust. Symbolic almost egyption in look. Nice material too, Is that a shader or sculpted surface Quote Link to comment Share on other sites More sharing options...
Advanced Member L'Ancien Regime Posted October 24, 2011 Advanced Member Report Share Posted October 24, 2011 A quick Birdman i did this morning. Mostly using Mud2, Smooth and Move in Surface mode. Mud2 is No doubt my favorite. Great concept, excellent execution. Quote Link to comment Share on other sites More sharing options...
Member Phizter Posted October 25, 2011 Author Member Report Share Posted October 25, 2011 Nice material too, Is that a shader or sculpted surface Hi guys, thanks a lot for the nice words. The noise on the surface is a mix between what you get from the Mud2 brush and a shader that I made. I'm attaching the shader here, for anyone who wants to use it. To install on PC, unzip to C:\Users\User_Name\Documents\3D-CoatV3\Shaders\Custom. Next, restart 3D-Coat and that's it. Note that the cavity effect in the 3D-Coat shaders currently is a bit weird, it looks like there is some annoying screen space shadow casting going on. this I hope Andrew will fix at some point. However you can always open up the shader editor (right clicking the material icon) and turn down the cavity intensity in case you find it too annoying. MKG Complex 02B.rar Quote Link to comment Share on other sites More sharing options...
Member Phizter Posted October 27, 2011 Author Member Report Share Posted October 27, 2011 Just gave 3.5.27 a test run. Live Clay is slowly getting better. The Freeze and pose tools unfortunately got broken on the way. But hey, with Mud2, Move and the new and improved CreaseClay, one can get pretty far. Quote Link to comment Share on other sites More sharing options...
Advanced Member L'Ancien Regime Posted October 29, 2011 Advanced Member Report Share Posted October 29, 2011 Nice Orc, Reminds me a bit of the Cyclops in "The Seventh Voyage of Sinbad" (1958). Quote Link to comment Share on other sites More sharing options...
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