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Friendly Demon


howitzer
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This was a test done in about an hour and a half on what I guess is the very last day of the beta...

I have to go to work soon, if any progress is done before Andrew kills the beta I'll post it here. I'll try getting the release version next Monday.

demon_test_head.jpg

This models resolution was bumped up before adding more detail, but when I get the release version, I'll go back to before I bumped up the resolution (saved seperately), and work from there, creating the whole body and all that.

Two things I've learned - I prefer using the Build brush over the Increase brush, and I prefer not having the size of the brush change with the pressure; only the strength of the brush. Once I know those, I can sculpt just as easily as I could in other programs.

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Nice; I particularly like the way the contours of the scowl flow along the to jawline. Looks like there are some surface artifacts in the lip area, but your resolution adjustment plan will probably smooth 'em out.

That's a good tip about adjusting the Build brush's pressure setting.

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Thanks Stanley, here's some more. I ran into a little bug, but it seems like I'll be able to continue without having to go to a previous save. Also, until yesterday I was using the beta right before the release candidate (the release created that bug, not the beta) - when I finally noticed the candidate, the release came out. In any case, I'm now using the release and I have 30 days of trial to look forward to.

I've chosen to make him short and pudgy, I figured that would help him look more friendly, kinda like a hobbit.

FD02.png

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I think my mistake was sculpting from nothing. I probably should have at least drawn a concept, and/or modeled a base mesh for import. That would have been closer to my existing workflow.

So I've ditched the body for now.

FD03.png

Some annoyances -

Sculpting (especially smoothing) on thin volumes can be very difficult

Sculpting on the tip of things can also be very difficult.

In polygon based programs, I can work on thin things like ears without having to worry about creating holes in them to the other side... This sort of thing, coupled with some other things... make me wonder if voxel sculpting is the way to go for me.

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I think my mistake was sculpting from nothing. I probably should have at least drawn a concept, and/or modeled a base mesh for import.

Electing to discard the work you had completed on the body must not have been easy, but I think you made the right choice.

Now you can rethink your design approach and construct something cleaner and more consistent with the natural aesthetic already established in the demon's facial features.

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Well, I've decided to end my trial of 3D Coat 3. I've retopologized the model, smoothed it by -0.5 in Blender (to retain a little definition I do reverse smoothes - "tightens" afterwards), and set it up for further work in Silo 1.42.

FD05.png

Why quit on 3DC3? It's a fine program, and Pilgway is a fine company. I just don't need it. 2.x works great for me and does well what I originally bought 3D Coat for - texturing and retopping. Also, I prefer sculpting polygons over voxels anyway, and I tend to only sculpt heads - opting to model the bodies the old fashioned way.

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Looking good, aside from that midline seam.

Sorry to hear 3D-Coat 3.0 has proven to be insufficient for your sculpting needs. Voxel modeling can be an undisciplined, savage departure from conventional polygon methods, and is probably ill-suited for some workflows.

Admittedly, the program has its share of limitations and design problems, but it's an emerging platform that appears to have a vibrant future.

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Yeah I dont feel quite comfortable with the voxel thing just yet. I know though the tools will be refined overtime. I still prefer polysculpt and modeling right now. But I upgraded to ver3 for the polypaint. I'm also able to mirror the uv's in ver3 which is a crucial selling point for me.

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  • 2 weeks later...
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Looking good, aside from that midline seam.

Sorry to hear 3D-Coat 3.0 has proven to be insufficient for your sculpting needs. Voxel modeling can be an undisciplined, savage departure from conventional polygon methods, and is probably ill-suited for some workflows.

Admittedly, the program has its share of limitations and design problems, but it's an emerging platform that appears to have a vibrant future.

Actually, to be honest it's the best sculpting program I know at it's (discount) price point. I am thinking about getting it anyway... and I should be able to in a few weeks.

Yeah I dont feel quite comfortable with the voxel thing just yet. I know though the tools will be refined overtime. I still prefer polysculpt and modeling right now. But I upgraded to ver3 for the polypaint. I'm also able to mirror the uv's in ver3 which is a crucial selling point for me.

Ah, yeah it's definitely weird program, but so is zBrush.

I some how forgot to post this. This was done about a day after the last one.

FD06-1.png

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