Member Mr_Nitro Posted December 19, 2010 Member Report Share Posted December 19, 2010 Hello Earthlings.. my latest sketch... plus one question: am I stuck there? I modeled the thing all with voxels... but now I 'm afraid it's too detailed for a lowpoly + displacement (and normal) , I tried some exports.. but with horrible results... any suggestions? thanks mrn Quote Link to comment Share on other sites More sharing options...
Advanced Member michalis Posted December 19, 2010 Advanced Member Report Share Posted December 19, 2010 What a great model, what a character! Love it but now I 'm afraid it's too detailed for a lowpoly + displacement (and normal) , I tried some exports.. but with horrible results... Normally you'll export an excellent object. 1. PPP with normal maps only. +displacements 2. MV mode, here you can choose the density of exported mesh. Probably this is what you're asking. So you'll be able to export a fine and as detailed as you wish obj. To what app BTW? This is important for some more detailed help. Excellent model, once again. Thanks for posting. Quote Link to comment Share on other sites More sharing options...
Applink Developer haikalle Posted December 19, 2010 Applink Developer Report Share Posted December 19, 2010 I agree. I like this a lot. There is nice details round of the eye. Just keep it up Quote Link to comment Share on other sites More sharing options...
Member Mr_Nitro Posted December 20, 2010 Author Member Report Share Posted December 20, 2010 Hello, thanks I plan to do a serie of these antropomorph beings... in various situations...lets see if inspiration doesnt fade eheh I tried to export for PPP, but it takes huge amount of time... (well my box is not super powerful...and only 4gb ) but I will try the MV too... it's a little confusing this whole process... I mean... lots of paths to go... Will post some updates... mrn What a great model, what a character! Love it Normally you'll export an excellent object. 1. PPP with normal maps only. +displacements 2. MV mode, here you can choose the density of exported mesh. Probably this is what you're asking. So you'll be able to export a fine and as detailed as you wish obj. To what app BTW? This is important for some more detailed help. Excellent model, once again. Thanks for posting. Quote Link to comment Share on other sites More sharing options...
Member Mr_Nitro Posted January 10, 2011 Author Member Report Share Posted January 10, 2011 Hello again, here's some other earlier test/concept... I will had some props and magic casting spells... floating stuffs maybe... lets see:) and well refine the whole thing more... cheers mrn Quote Link to comment Share on other sites More sharing options...
Member Mr_Nitro Posted January 27, 2011 Author Member Report Share Posted January 27, 2011 Hello, here's a little preview for a new 'warrior' type of character I'm doing. I've also a little question, how comes that when I use the pose deformer to pose the index finger when I release it it select whole hand and moves the manipulator away from my initial clicks? I tried radious/falloff... but no help... whats your workflow? thanks. mrn Quote Link to comment Share on other sites More sharing options...
Member MADjestic Posted January 27, 2011 Member Report Share Posted January 27, 2011 Hello, here's a little preview for a new 'warrior' type of character I'm doing. I've also a little question, how comes that when I use the pose deformer to pose the index finger when I release it it select whole hand and moves the manipulator away from my initial clicks? I tried radious/falloff... but no help... whats your workflow? thanks. mrn That's the functionality that I am looking forward myself. Rather than area based capture - it would be nice to be able to limit it to a local poly shape, so that the area affected does not leak onto adjacent shapes. Something like a skinning toolsets in more general purpose packages. You could paint the weights in 3dcoat, but that's not the same thing. Quote Link to comment Share on other sites More sharing options...
Advanced Member michalis Posted January 27, 2011 Advanced Member Report Share Posted January 27, 2011 This thread is bookmarked, I'm also searching for a decent solution here. Quote Link to comment Share on other sites More sharing options...
Advanced Member Calabi Posted January 27, 2011 Advanced Member Report Share Posted January 27, 2011 Do you know about retopoing? because thats probably what you want to be doing after voxelling and before painting/exporting. Quote Link to comment Share on other sites More sharing options...
Contributor artman Posted January 27, 2011 Contributor Report Share Posted January 27, 2011 That's the functionality that I am looking forward myself. Rather than area based capture - it would be nice to be able to limit it to a local poly shape, so that the area affected does not leak onto adjacent shapes. Something like a skinning toolsets in more general purpose packages. You could paint the weights in 3dcoat, but that's not the same thing. If you select Pen selection mode,you can use lasso or polygonal lasso selector from E panel. Its only a temporary fix because once you move the fingers too close to the hand, you wont be able to select them again,even with the lasso. This is why 3DC needs "selection sets" that user can save to disk or within the .3b and reload when parts are too hard to select because they are too close to each others. In Zb users use Polygroups to achieve those hard selections. Im pretty sure its not too hard for Andrew to code, as long as user does not exit Surface Mode or change Proxy resolution vertex order should stay the same,so selections are probably linked to vertex numbers . Quote Link to comment Share on other sites More sharing options...
Advanced Member michalis Posted January 27, 2011 Advanced Member Report Share Posted January 27, 2011 What about topology? Lets say I can set up the pose, what then? How to hide a group? Using complicated layer like split parts? No, better to perform topology to 'open' T-like or similar poses. Then set the pose and do some more sculpting. But here we're coming to a zbrush similar room. Quote Link to comment Share on other sites More sharing options...
Member Mr_Nitro Posted January 28, 2011 Author Member Report Share Posted January 28, 2011 What about topology? Lets say I can set up the pose, what then? How to hide a group? Using complicated layer like split parts? No, better to perform topology to 'open' T-like or similar poses. Then set the pose and do some more sculpting. But here we're coming to a zbrush similar room. Point is, in my case I'm after pure concept, which is to me one big advantage of voxel workflow (not being tied to some basecage..etc). for me it could be something like this: system A : pose layers ala ZB, you can pose/unpose using a deformative layer, and the deformation is made using bone-like permanent system. system B: create a more sophisticated 'wire' deformer, that sticks on the surface and allows user defined cross sections, and remembers the original voxel set it was connected with (I might do some illustration to clarify the whole thing, if any interested). it also should remember it's original 'bind pose' so you can reset it to start point again. In general I think a 'live' system would be a very nice way to go, by live I mean deformers and generators that are somehow connected to the surface so if I move/rotate the model, nothing will go crazly broken cos deformers are not following. my2cnts mrn Quote Link to comment Share on other sites More sharing options...
Advanced Member blackant Master Posted January 29, 2011 Advanced Member Report Share Posted January 29, 2011 ligne selection must select only connected triangles... it should be nice ! Quote Link to comment Share on other sites More sharing options...
Member Mr_Nitro Posted March 4, 2011 Author Member Report Share Posted March 4, 2011 Hi there! new WIP:) Cheers MRN Quote Link to comment Share on other sites More sharing options...
Member Mr_Nitro Posted August 7, 2011 Author Member Report Share Posted August 7, 2011 Hello there, I 've been busy with things, here a little update on marine theme:) hope you like... I will add some environment soon... cheers mrn Quote Link to comment Share on other sites More sharing options...
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