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The Anatomy Project


L'Ancien Regime
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A big thank you to digman for taking a lot of time tonight to help me get my project back on track. There's a lot of stuff in 3d Coat that isn't really explicit in the manual and isn't laid out in any tutorials I've found. Digman very kindly laid a bridge over a stream of difficulties. Thanks a lot.

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  • 8 months later...
  • Advanced Member

I wasn't happy with the cellular porous patches of the exposed inner bone on the trochanter and just using the material mask wasn't giving me what I wanted so i just took a hand paint brush with my Wacom Bamboo and with a very fine tip and a boosted displacement I went in and tweaked out the cellular mesh by hand.

That and some touch ups with the clone stamp tool just seemed to give it that extra pop I was looking for

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I was surprised to find that even 3000 for what seemed to be a simple mesh like the Femur would still be inadequate but there's definitely some crude jaggies in the mesh particularly around some of the smaller protruberances.. But I learned a lot on it and it was a great platform for study. When I go back to it I'll have a lot more experience.

But now on to the Tibia/Fibia for some voxel sculpting. It's going to be interesting having two bones each in their layer to texture. My initial experiments were not promising but I had the Fibia hidden and neglected while I autopo'd the Tibia. When it came time to UV map (just the visible Tibia) there were definitely some problems getting a proper fitting of the islands on the 2d map. We shall see.

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Thanks for the tip!

I always avoid auto-retopo but

I'll give it a shot once more with your method.

I went back and tried just painting on map for extra detail without the edge flow splines and frankly even that screwed up the mesh. The best mesh is apparently just straight up autopo according to Andrew's algorithms..

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Edge flow splines should force topology, they don't in 3dcoat.

However, I developed a workaround that produces almost good loops.

Here a video of my first tries on it. Many things are wrong but watch the results.

Of course, after all these more or less successful experiments, I returned to manual autopo. In fact i prefer blender for this job but this is another matter of discussion.

https://dl.dropbox.c...0/tut3DC_ZB.mov

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A problem drives me mad ( it turns out that somehow my voxel sculpture is hollow and it's autotopologizing the surface of the inner hidden hollow, an artifact from creating the original voxel from a Maya .obj mess), and Digman rescues me by telling me to hit the fill command in the voxel sculpt's layers tab...

It seems like a trifle until you waste huge amounts of time trying to figure out what is going wrong...

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It looks like you are using real bones as reference.

http://www.futuresho...r/10195789.aspx

yep...when I bought my 14 megapixel camera for $189 I thought that was cool but now this; 16 megapixels for $89!!

And they're great for hyper detail close up shots..

I carry mine with me in my pocket everywhere I go, always ready to "harvest textures" at a moment's notice without having to hassle with big bulky equipment.

I hear Nokia is coming out any day with a 41 megapixel phone camera with Carl Zeiss lenses in it. I'm hearing it'll be $699 unlocked..

http://www.pcworld.c..._in_the_us.html

You'll be able to extract 39 megapixels to Photoshop from it...

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Two hours on the talus...

Doing a deep study on it like this really makes me appreciate the inherent engineering that nature/god has place in the bone. Some parts of a bone are dense for structural strength, some parts are dense and smooth as joints that take a lot of friction, and other parts are porous, for lightness...it's amazing really. I wish my clumsy efforts could express this better..

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YOu know I'm going to entirely redo everything I've done so far. Digman showed me that power of displacement mapping in 3d coat and the amazing real time displacement rendering in the work viewfinder. . And it also opens the door to really getting in and hand painting displacement in a powerful way..

This looks very rough but it's just the beginning. Damn I'm loving 3d coat.

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I needed a break from texturing in light of new stuff I've been learning about using displacement maps and sculpting to a much higher level than voxels allowed with the surface tools, particularly the live clay tools..probably going to redo everything I've done so far to encapsulate everything Digman's been showing me.

The pelvis is a damned complex piece of bioengineering. The entire thing manages to act as a platform to support the spine, a cradle to hold the intestines with two little sockets for the hips all thrown in together in one little strangely sculpted pair of hip bones. It's an amazing piece of minimalistic functionalism..

I like flowing back and forth from Maya to 3d Coat and back.

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I wrestled with it for hours and I'm still not satisfied but at least now I'm ready to go from voxels to surface mode and Live Clay detailing...

Before I went to that step though I thought I'd test it out for it's overall form buy doing another autopo of its latest state, exporting it to Maya and duplicating it on a negative one on the x dimension to assemble a 2/3 complete pelvis.

Autopo was to 10,000 polygons..

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The sacrum represents more than just the problem of sculpting it as an independent bone here.. It forces me to organize my workspace in preparation for the entire spine development. And the sacrum-hip bone connection is a very tight one that will require boolean subtraction between the sacrum and hip. I had to monkey around quite a bit last night figuring out how to bring in my meshes from Maya for voxelization and still obtain symmetry. I solved that before I went to bed, so now the stage is set for the full development of all the vertebrae in rapid sequence with separate layers for each bone.

And with those little technical problems solved I can just spend my morning enjoying sculpting the structural elegance of the sweep of the bones and learning the secrets of the body's engineering...

Later near the end I'll carve the rough contact of the sacrum to the hip bone then subtract it from the butted hip bone...

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