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Marvel's Rhino


ebitz
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All right, good work...

I noticed in the bottom of your interface in the picture that you have in red "NonUniform. Voxels are based on a uniform space known as marching cubes. That red is a warning... It will cause major problems. It also effects surface mode (true polygons)

Somewhere you transposed (stretched along one axis) your voxels or surface mode polygons. To fix the problem right click on the voxtree tab select either global space or uniform space.

Sometimes we want to transpose along one axis but whenever you do that, just use the above to convert your voxel or surface mode space back to being uniform.

post-518-0-00910100-1350766366_thumb.png

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All right, good work...

I noticed in the bottom of your interface in the picture that you have in red "NonUniform. Voxels are based on a uniform space known as marching cubes. That red is a warning... It will cause major problems. It also effects surface mode (true polygons)

Somewhere you transposed (stretched along one axis) your voxels or surface mode polygons. To fix the problem right click on the voxtree tab select either global space or uniform space.

Sometimes we want to transpose along one axis but whenever you do that, just use the above to convert your voxel or surface mode space back to being uniform.

Thank you so much for that. I had no idea. It was effecting how my scene was rendering. I still have a hard time on understanding how 3d coat works. All I understand is objects are essentially volumes or filled with cubes. As far as understanding why these options like(uniform and global space) are even there and what issues they are supposed to correct is still a mystery to me. I just don't know how 3d Coat works under the hood and why I need these certain commands. Is there any documentation on that sort of thing. Maybe I missed it in the Manual?

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Your right I did forget that part of 3D Coat. Guess I was having too much fun in the Voxel room. I'll use that to clean up any textures from here on though. Thanks for the comment as well.

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  • 2 weeks later...
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Update on Rhino. Retopology and painting all done in 3D Coat. Used Applink to blender and assembled and lit my character here. Done with the low poly I think (11345 tris). Onto rigging and animation for turntable... I think.

post-13655-0-40395000-1351565764_thumb.j

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Looking real good there, waiting to see the turntable animation...

By the way nice lighting of your model, using the Blender internal renderer.

Thanks for the comment digman. Yes just using Blender Render. Using spotlights and environment lighting. Fairly simple setup.

cool

will you please attach the wire screen capture ?

are using normal map ?

Which settings do you use to export its ?

Thanks Carlosa. Yes I am using a Normal Map. Also using Diffuse, AO(Cavity Map pretty much) and Spec. All done in 3D coat. 2 k textures. To setup Blender I simply turned on the addon under preferences. In 3D Coat as well I made sure under preferences to use blender,Maya normals. In the paint room I simply export to under file menu and Blender. All my objects from the paint room come into blender seamlessly along with my texture maps(Color,Normal,Spec) already applied to a shader and applied to my objects. Awesome feature. I did adjust the scale of my objects after that but all I had to do was light the scene and render. Done. Screen shots of wireframe below.

Marvelous! :D

I wonder if this one will be used in a movie.

Thanks for the comment Garagarape. I don't know about a movie but maybe a game....

post-13655-0-42414800-1351612688_thumb.j

post-13655-0-14850200-1351612696_thumb.j

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ty ebitz

can i ask too about local space normalization settings in your preferences ?

The retopo was manual ?... amazing detailed work ! :blink:

My local space normalization setting is set to B by T. All of the retopo was manual yes. Used alot of the strokes brush there. Can be just as fast with more control then autopo. Good practice as well. I find that autopo is better suited for objects that won't deform or just getting down poly quick and then going in afterwards and editing them. Thanks for the comment as well.

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My local space normalization setting is set to B by T. All of the retopo was manual yes. Used alot of the strokes brush there. Can be just as fast with more control then autopo. Good practice as well. I find that autopo is better suited for objects that won't deform or just getting down poly quick and then going in afterwards and editing them. Thanks for the comment as well.

That's a good observation. I've always felt that the Strokes tool was something of an Auto Retopology tool in it's own right. You essentially sketch your topology, hit ENTER and you have your mesh.
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  • 2 months later...
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Well, I though I would finally post my turntable idle pose animation for the Rhino. High poly, texturing, and retopology were done in 3d Coat. Rigging, Animation, Rendering, Compositing and video editing done in Blender. :D

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