Advanced Member Spiraloid Posted December 22, 2010 Advanced Member Report Share Posted December 22, 2010 testing out the new voxel tools 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member michalis Posted December 23, 2010 Advanced Member Report Share Posted December 23, 2010 This is good sculpting, As I already mentioned, symmetry kills this kind of sulpture. So, this is directly from voxels or MV ? Take your time to make a separate render pass for each rim light and combine them in Ps. Better results, easy to do. Quote Link to comment Share on other sites More sharing options...
Advanced Member Britain Posted December 23, 2010 Advanced Member Report Share Posted December 23, 2010 Nice, michalis, it would be terrific to see some of your work flow ! Quote Link to comment Share on other sites More sharing options...
Member ron3fp Posted December 23, 2010 Member Report Share Posted December 23, 2010 testing out the new voxel tools Very nice timelapse video - again. A pleasure to look at your work. Regards, Ron. Quote Link to comment Share on other sites More sharing options...
Member Phizter Posted December 23, 2010 Member Report Share Posted December 23, 2010 Very nice sculpt. Super cool vimeo. Its great that the entire interface is visible. this is good and inspiring educational material thanks for sharing. Quote Link to comment Share on other sites More sharing options...
Advanced Member Spiraloid Posted December 24, 2010 Author Advanced Member Report Share Posted December 24, 2010 This is good sculpting, As I already mentioned, symmetry kills this kind of sulpture. So, this is directly from voxels or MV ? Take your time to make a separate render pass for each rim light and combine them in Ps. Better results, easy to do. heh, thanks for the advice, I'm not to worried about making it look good at the moment. but I agree completely that the symmetry is killing it. I wish I could put a asymmetry lattice over the volume while I work symetrically. I know I could comp it in Ps, but it kinda defeats my goal of mastering the tool if I switch tools. I've done my share of tool hopping believe me. I figure if I share what hits my cutting room floor while I warmup it might be interesting. another muckabout [/url] 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 Oh nice sculpting and interesting rendering, Where this SSS like effect came from? Quote Link to comment Share on other sites More sharing options...
Advanced Member moska Posted December 24, 2010 Advanced Member Report Share Posted December 24, 2010 Hi i feel very good about this Tool,and You are very creative with It. nice feel to sculpt someone growing alive under your stokes and looking to you! then how can we make him talk...or just morphanimate directly,something like Mari for 3D,or does ZB already has that animating feature? Quote Link to comment Share on other sites More sharing options...
Contributor LJB Posted December 26, 2010 Contributor Report Share Posted December 26, 2010 I like the horned fella. Nice muckabouts your doing here. Lovely to watch you dropping to and from vox to surface in first video. Makes me want to experiment further with Surface tools and Key bindings. :good:Cool stuff. Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted December 26, 2010 Reputable Contributor Report Share Posted December 26, 2010 keep the muckabouts coming... Quote Link to comment Share on other sites More sharing options...
Advanced Member Spiraloid Posted January 1, 2011 Author Advanced Member Report Share Posted January 1, 2011 quick test of build 3.5.08c Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted January 1, 2011 Reputable Contributor Report Share Posted January 1, 2011 Really nice. I liked how you fleshed out the look of the character as you go, in the time lapse video. I prefer to do that with characters I may design myself....only so much I can do in 2D with sketching. Quote Link to comment Share on other sites More sharing options...
Advanced Member Spiraloid Posted January 4, 2011 Author Advanced Member Report Share Posted January 4, 2011 Really nice. I liked how you fleshed out the look of the character as you go, in the time lapse video. I prefer to do that with characters I may design myself....only so much I can do in 2D with sketching. yeah it's pretty cool to "doodle" without a plan sometimes. huh. the instancers are neat. Quote Link to comment Share on other sites More sharing options...
Advanced Member gbball Posted January 4, 2011 Advanced Member Report Share Posted January 4, 2011 Your work is very inspiring! How did you do the eyes in your first post? Quote Link to comment Share on other sites More sharing options...
Advanced Member Spiraloid Posted January 4, 2011 Author Advanced Member Report Share Posted January 4, 2011 Your work is very inspiring! How did you do the eyes in your first post? I just made a picmat of an eye and assigned it to a vox layer that had two spheres on it. here's texture I used in the shader eye_human.BMP here's a 60 second face doodle. -b Quote Link to comment Share on other sites More sharing options...
Contributor LJB Posted January 5, 2011 Contributor Report Share Posted January 5, 2011 Some fun stuff, I love the complexcity of your doodles, really shows where 3D-Coat excels. Great stuff. Quote Link to comment Share on other sites More sharing options...
Advanced Member gbball Posted January 5, 2011 Advanced Member Report Share Posted January 5, 2011 I just made a picmat of an eye and assigned it to a vox layer that had two spheres on it. here's texture I used in the shader eye_human.BMP here's a 60 second face doodle. -b Thanks! I got it working...it wasn't nearly as complicated as I thought it would be. -G Quote Link to comment Share on other sites More sharing options...
Advanced Member michalis Posted January 5, 2011 Advanced Member Report Share Posted January 5, 2011 After watching your excellent videos, one question. How to retopo all this complex structure? Like the excellent #13 sculptures. Quote Link to comment Share on other sites More sharing options...
Member schwungsau Posted January 7, 2011 Member Report Share Posted January 7, 2011 really nice work ! Quote Link to comment Share on other sites More sharing options...
Advanced Member Spiraloid Posted January 9, 2011 Author Advanced Member Report Share Posted January 9, 2011 After watching your excellent videos, one question. How to retopo all this complex structure? Like the excellent #13 sculptures. yeah that would be a pain. the autotopology kinda falls apart on models like that. Quote Link to comment Share on other sites More sharing options...
Advanced Member michalis Posted January 9, 2011 Advanced Member Report Share Posted January 9, 2011 Exactly so. But lets talk about manual topology now. Practically impossible, or not so? Some hours maybe. Difficult! What I'm trying to say is that there's a limit when materializing our ideas and this isn't fair. Similar limits in traditional sculpting-painting-drawing and still not fair. It never was. LOL Quote Link to comment Share on other sites More sharing options...
Advanced Member Spiraloid Posted January 10, 2011 Author Advanced Member Report Share Posted January 10, 2011 Exactly so. But lets talk about manual topology now. Practically impossible, or not so? Some hours maybe. Difficult! What I'm trying to say is that there's a limit when materializing our ideas and this isn't fair. Similar limits in traditional sculpting-painting-drawing and still not fair. It never was. LOL not sure where fairness comes into it I usually just draw the topology on in manually with this kind of case #13 (to be fair, but for shippable models like this, I wouldn't make them with voxels to start with). that I can with voxels is interesting and a fast way to concept. It will take a few more generations of the algorithms and implementations like autopo to get it "right" and handle cases like this. we are born too early. -b Quote Link to comment Share on other sites More sharing options...
Advanced Member michalis Posted January 10, 2011 Advanced Member Report Share Posted January 10, 2011 that I can with voxels is interesting and a fast way to concept. +1 And they look great. Concept, the most important part. Quote Link to comment Share on other sites More sharing options...
Advanced Member spacepainter Posted February 3, 2011 Advanced Member Report Share Posted February 3, 2011 Why should eveything be retopo-d? Quote Link to comment Share on other sites More sharing options...
Advanced Member michalis Posted February 3, 2011 Advanced Member Report Share Posted February 3, 2011 Right spacepainter, why? As long we can't fully use an advanced render directly from vox room (btw I really like the 3ds internal). As long we can't paint on voxels directly. As long we cant animate or whatever. We can export a tri decimated mesh but its heavy and really difficult or impossible to UV and texture it. On static models (like rocks etc) I sometimes export a fully decimated tri mesh and re-import it to retoporoom for UVs and baking. It works great in more cases. Quote Link to comment Share on other sites More sharing options...
Advanced Member spacepainter Posted February 3, 2011 Advanced Member Report Share Posted February 3, 2011 Thank you Michalis, I will have a hard time getting to learn all about retopo and all. If only painting on an object was a bit more simple, sigh, all these conversions and mappings are a dayjob. Quote Link to comment Share on other sites More sharing options...
Advanced Member Spiraloid Posted March 23, 2011 Author Advanced Member Report Share Posted March 23, 2011 just a warmup model while taking version 3.5.15 out for a spin until it crashed. I never save these models anyway. love the new features!!! @andrew: the real time shadows are wrecking the framerate for me in openGL. Quote Link to comment Share on other sites More sharing options...
Advanced Member Spiraloid Posted March 23, 2011 Author Advanced Member Report Share Posted March 23, 2011 Right spacepainter, why? As long we can't fully use an advanced render directly from vox room (btw I really like the 3ds internal). As long we can't paint on voxels directly. As long we cant animate or whatever. We can export a tri decimated mesh but its heavy and really difficult or impossible to UV and texture it. On static models (like rocks etc) I sometimes export a fully decimated tri mesh and re-import it to retoporoom for UVs and baking. It works great in more cases. another thing I've been doing on rocklike areas. create a polyshere mesh and loosely deform it around the voxels. then snap it to the surface and use relax. use the brush with snap on to mush the edge flow where you want it. cut in new loops as you need. \ Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted March 23, 2011 Reputable Contributor Report Share Posted March 23, 2011 just a warmup model while taking version 3.5.15 out for a spin until it crashed. I never save these models anyway. love the new features!!! @andrew: the real time shadows are wrecking the framerate for me in openGL. Try downloading 3.5.15B. There were some memory leaks that Andrew fixed a few builds ago and it seems there are still some issues (perhaps related to that) to be ironed out. But he is working hard toward that end. Also, try using the DX version, instead because I recently discovered that GL currently runs like crap compared to DX. Andrew said that it was because of the latest NVidia driver version. Previous drivers versions weren't so problematic. Quote Link to comment Share on other sites More sharing options...
Advanced Member michalis Posted March 23, 2011 Advanced Member Report Share Posted March 23, 2011 another thing I've been doing on rocklike areas. create a polyshere mesh and loosely deform it around the voxels. then snap it to the surface and use relax. use the brush with snap on to mush the edge flow where you want it. cut in new loops as you need. Thanks for the tip. Another one: just full decimate and export the tri voxel mesh, import it as retopo, no need to snap it. Supposing that rocklike models are static. Tris work fine. I used this trick for capitals of columns on my recent post - finished projects topic. No need for loops there. A lot of clicks for UV seams of course. Quote Link to comment Share on other sites More sharing options...
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