I exported the hi tri poly reference from voxels room and combined it with the already baked and painted re-topo (project all). The hi density microvertex export is broken, sorry.
Venus faun and a fish
#21
Posted 02 October 2010 - 04:35 PM
I exported the hi tri poly reference from voxels room and combined it with the already baked and painted re-topo (project all). The hi density microvertex export is broken, sorry.
#22
Posted 02 October 2010 - 05:06 PM
Peace,
Rich_Art.
#23
Posted 02 October 2010 - 05:28 PM
#24
Posted 02 October 2010 - 05:45 PM
It is Rich_Art.
Peace,
Rich_Art.
#25
Posted 03 October 2010 - 05:31 PM
#26
Posted 03 October 2010 - 06:07 PM
Here's a kind of tutorial on rocks and 3DC.
I was playing, I used copy tool, I constructed some obj for merge, you know it was fun and great. But when coming to re-topology? Its hard.
But quads don't really help rocks modeling, these are static objects not for animation.
1. I used a 4x proxy of the rock first.
2. Exported a decimated version from voxels palette (always export scene) ~22k
3. I imported it re-topo room as a topo objected and snapped it to reference voxel model. I already had return to the original voxel not the proxy!
4. I did some UVs and baked it. I checked first for snapping related problems on difficult parts, I found just one mess and edited it a bit.
Why not? Finished hi detailed rocks (~ 22k). What do you think? Please some comments. I may be wrong?
I just have to complain to Andrew about the materials in voxels. Why they come so lighter when baked? Even with 0 contrast. Without specularity.
The first from the left is the ~6M voxel, the second is the 22k.
#27
Posted 04 October 2010 - 11:21 PM
#28
Posted 04 October 2010 - 11:22 PM
Peace,
Rich_Art.
#29
Posted 04 October 2010 - 11:43 PM
Egyptian sculpts are surely a completely thing to study,probably very different maths behind than Mayan or Greek sculpture.
"The Wind In the Willows", Chapter 7 "The Piper at the Gates Of Dawn"
#30
Posted 05 October 2010 - 12:22 AM
Egyptian sculpts is a great study, first of all we learn that anatomy is definitely not the key for serious sculpture. As for maths, Egypt is Euclides, athenian sculptors - Feidias - are rather elliptical or even fractal. Mayan... who knows... 2012 is coming.Egyptian sculpts are surely a completely thing to study,probably very different maths behind than Mayan or Greek sculpture.
But there is this dancer girl of Degas, this is so close to ancient sculpture, weird ... the time machine. Giacometti...
We're trying to develop our skills and technics here... I'm wondering, maybe we should try the opposite.
#31
Posted 05 October 2010 - 02:28 PM
#32
Posted 05 October 2010 - 02:34 PM
Peace,
Rich_Art.
#33
Posted 11 October 2010 - 12:32 AM
#34
Posted 12 October 2010 - 10:30 AM
#35
Posted 12 October 2010 - 01:01 PM
For rocks, 3DC rocks.
BTW Using bump on shaders properties results to a bumpy normal map actually. For displacements I use other methods.
#36
Posted 13 October 2010 - 10:07 AM
I LOVE your rocks! They rock!
you rock!
cheers,
Adam
#37
Posted 13 October 2010 - 11:23 PM
#38
Posted 24 October 2010 - 08:58 PM
This is part of a much larger scene, no need for more details. But sometimes 3DC is glorious. This didn't take much time. I sculpted this in 3DC, exported the tri mesh directly from voxel room to zbrush, decimator and UV master. Reimported the 8k UVmesh as retopo mesh and baked- painted the voxel as usual. No need for quads on this model. And a fast blender render.
#39
Posted 24 October 2010 - 09:43 PM
Peace,
Rich_Art.
#40
Posted 24 October 2010 - 10:00 PM
That is very impressive. Can I ask (and I’m not fanboying 3DC here) but what stopped you from getting to a 8k baked version straight from 3DC, instead of having to use all the other programs you stated above.
Cheers,
Ricky.
rsldesigns.co.uk (my website)

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