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First serious try at a realistic male figure


Suicide Sid
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Hey

I decided to make a WIP topic here, cause since a while I also use 3d coat next to lightwave. I thought if I get stuck somewhere with 3d coat I should be able to find the answer quicker through this forum. I allready have a topic on spinquad.

Workflow:

I started very impulsively on the project: 3d modelling and animation is nothing more than a hobby (although I wish that it can change in the future), so I didn't really prepared a workflow. And to be honest I wasn't even planning on using different programs other than Lightwave. With lightwave I made a whole male model with textures in photoshop.

After a while I concluded that I needed more detail in the geometry to have a convincing model. But it was just impossible to add even more detail in the existing model for I would need an enormous amount of polys. So I did some research and found zbrush. I liked it, although I missed an option to sculpt over the textures. This resulted in awkward details where the geonometry didn't match the texture. And above all, compatibility issues with lightwave were a pain in the ass.

So I resumed research and found 3d coat. It does everything I wanted and more. But I have a few issues, and there are still some things I would like the learn. I hope I can on this forum.

In attach I enclosed the lightwave model and the revamp in 3d coat.`

post-1627-1244476990_thumb.jpg

post-1627-1244477025_thumb.jpg

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Cool, looking very solid already. You may want to focus on refining the underlying structure and physiology before fiddling too much with texturing.

It'll be interesting to see your progress on the model using 3D-Coat and your other programs.

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I have a problem due to my improvised workflow. Hope someone can help me.

So I made my basic mesh, uvs and textures in Lightwave. I made my deformations in 3d coat. I want to use those deformations as a displacement map in Lightwave. After trying a lot I figured out, thanks to Andrew and someone named bgraves and phil on spinquad, how to get an almost 1:1 look. But I can't get 1:1 on the face. i think it has something to do with overlapping polygons in the uv map of the face.

So i decided to make a new UV map in lightwave without overlapping textures, while keeping the old one for the head texture (so I got 2 uv-maps for the head, one for the texture, one for displacement). When i reload the 3d coat file with al deformations, the new uv map can not be found. is there a way to load the new uv map without restarting all the work I did in 3dcoat?

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I have a problem due to my improvised workflow. Hope someone can help me.

So I made my basic mesh, uvs and textures in Lightwave. I made my deformations in 3d coat. I want to use those deformations as a displacement map in Lightwave. After trying a lot I figured out, thanks to Andrew and someone named bgraves and phil on spinquad, how to get an almost 1:1 look. But I can't get 1:1 on the face. i think it has something to do with overlapping polygons in the uv map of the face.

So i decided to make a new UV map in lightwave without overlapping textures, while keeping the old one for the head texture (so I got 2 uv-maps for the head, one for the texture, one for displacement). When i reload the 3d coat file with al deformations, the new uv map can not be found. is there a way to load the new uv map without restarting all the work I did in 3dcoat?

Nice work!

You can create a mesh with new UVs and bake the 3DC textures directly to it. Generally you want one set of UVs per poly face, so even though 3DC supports multiple UVs it is multiple UVs per object, not per poly face. But it should be easy enough to bake from one object's UVs to a version of the same object with different UVs.

There are some other approaches to this problem as well, but this one should work pretty well. The Texture Baking tools are covered in the user manual I believe.

-Oliver

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