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#81 artman

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Posted 17 October 2009 - 03:54 AM

superb rendering of the voxel model :) !!!
:good:
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#82 Robert G

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Posted 17 October 2009 - 08:22 AM

wow that glider looks fantastic how did you get it soo smooth usually voxels look a little gritty?


Yes, looks really beautiful!!!
AND I'm interested in the same answer, did you iron out your mesh in an other application?

Regards, Robert

#83 erklaerbar

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Posted 17 October 2009 - 05:30 PM

thank you, GED! They still look a bit blocky, look close :) The exported mesh was 10 mio polys, before i decimated it with decimation master.

artman, thank you!

Robert, thank you!. I smooth never ever during modelling (regardless of artifacts). Then before export i smooth twice to get rid of artifacts. That way plus working with high resolution is the "trick". And if i still see something blocky in final render, then i retouch it quickly in PS. No hidden magic, sorry :pardon:

#84 erklaerbar

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Posted 18 October 2009 - 01:17 AM

retouched the glass and wasnt able to amend the original image:

glider sxi 2.jpg
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#85 Digital777

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Posted 18 October 2009 - 04:20 PM

Wow these are great, nice work :D

#86 chris_solo

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Posted 19 October 2009 - 08:53 AM

NICE!!! :good:

#87 Taros

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Posted 19 October 2009 - 01:32 PM

12:06:37 :blink:
its not a 3dc render :pardon:

theree a better render of the glider:

Sehr cool! Alles 3D Coat?

Really nice. Completely in 3DC? Any retopo or directly exported?
Gallery candidate. Rendered in Softimage?

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#88 erklaerbar

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Posted 20 October 2009 - 05:07 PM

Digital, Chris: thank you!
Taros, Danke Dir! Ist ein hypershot render. Archmat macht mir üble Probleme in XSI sobald triangles im Spiel sind (bin auf 7.01 und bleibe vermutlich auch darauf)

#89 Taros

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Posted 20 October 2009 - 07:09 PM

Digital, Chris: thank you!
Taros, Danke Dir! Ist ein hypershot render. Archmat macht mir üble Probleme in XSI sobald triangles im Spiel sind (bin auf 7.01 und bleibe vermutlich auch darauf)

Hypershot? Aha. Das scheint sich ja immer mehr durchzusetzen. Im xsi-forum habe ich eine Frage dazu gestellt, vielleicht magst Du ja ein paar Erfahrungen posten und warum gerade diesen Renderer. -> Klick mich

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#90 erklaerbar

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Posted 20 October 2009 - 08:11 PM

hab Dir unter obiger Adresse geantwortet, Gruss

#91 erklaerbar

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Posted 24 October 2009 - 06:24 PM

old doodle, new render:

tt.jpg
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#92 erklaerbar

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Posted 25 October 2009 - 07:57 AM

one more

screwy.jpg
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#93 artman

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Posted 25 October 2009 - 08:40 AM

one more

screwy.jpg

Structure and Movement.Very cool :) like celtic or islamic ornementals.I like it.
Lest limbs be reddened and rent--I spring the trap that is set--As I loose the snare you may glimpse me there--For surely you shall forget
"The Wind In the Willows", Chapter 7 "The Piper at the Gates Of Dawn"

#94 Taros

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Posted 26 October 2009 - 09:06 PM

The last images rocks! Really cool.

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(My website is in german language, but I work for the international market too. Just drop a mail, if you are interested.)

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#95 erklaerbar

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Posted 31 October 2009 - 05:04 PM

artman, Taros, thank you!

next:

kubomat.jpg

#96 GED

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Posted 02 November 2009 - 02:44 AM

that is very nice, has a good flow to it, wouldnt mind it as a wallpaper with a bit of stylish design/typography in there

#97 cakeller

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Posted 02 November 2009 - 11:29 AM

artman, Taros, thank you!

next:

kubomat.jpg


That last image is a very nice abstract sculpt... nice!
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#98 James Thornton

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Posted 07 November 2009 - 12:57 AM

Great work as always! I've enjoyed your ZBrushCentral thread, and this one also has some really clean designs!

I'm interested in the 3dc > ZBrush workflow using decimation master. 3dc's retopology tools are great for making various densities of meshes that retain the voxel sculpt.

I've been doing a low res retopo and exporting it as an obj. Then sub dividing it a bunch and using the retopo brush w/ smooth to clean it up. It vacuums to the voxels perfectly! I export again and append this hi res mesh to the low res in ZBrush, divide the low res the same amount and project all. Viola, subdivisions. I think you can also just use reconstruct subdiv, but haven't tried it.

Those geometry levels adds control in ZBrush, get's the voxel detail in, and allows for a base mesh that modo can work with. I usually get rid of 1-2 of the lower levels because I need more density for the maps to render good in modo. Nevertheless, this has become a sweet way to include voxels in my workflow. Love it already, just bought it.

After checking out your workflow, I've investigated exporting the voxels as an obj. Inspecting the mesh in modo, it's just a bunch of tris. Does decimation master clean this up at all or do you have to do retopo to get quads? Is there a way to export the voxel mesh as quads only? I prefer retopo w/ subdividing over quadrangulate, and don't know of another way. Retopo's easy, but you seem to have success with the Decimation Master. Any tips or are you just working with the triangles?

Thanks for any feedback.

-James

*edit: I just found out that the new version of 3dc has a decimation feature built in for exporting!
I also read that voxels only export as tris, so I guess you're just working with them maybe just for rendering.

#99 erklaerbar

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Posted 09 November 2009 - 12:11 PM

GED, cakeller, thank you very much!
Hey James, thank you too. Youre right, im just going with the tris. Especially for static objects, thats no big deal. The problems start when you want to animate the final mesh. Then I prefer a clean retopo too. As far as sculpting in Zbrush goes, 3.5 is doing just a fine job sculpting tris. So I can sculpt, smooth etc directly on the voxel mesh exported from 3DC. This is a huge step from 3.1 where tris are a no-go. So after all it really depends on the situation which way I take. Maybe the all new quadrangulation that Andrew plans to implement at some point will solve the question once and for all situations. But I guess this will take some time.

cheers

#100 James Thornton

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Posted 09 November 2009 - 09:49 PM

Thanks for the feedback. Since I don't animate, I may be able to use decimation for certain models instead of retopo. It's all about the path of least resistance.

I'm on OSX, so I'll have to see how 3.2 sculpts on tris. The only reason I've been avoiding tris with ZBrush is because that's the word around the campfire. I haven't a clue what actual problems they cause. I know n-gons cause holes and poles cause weird pointy artifacts.

Either way, thanks for the tips and keep choppin' out those cool designs.




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