Ricky's Sketchbook
#1
Posted 08 October 2010 - 08:22 PM
After trialling the software I went ahead and purchased the full package today, so I thought I would share my first WIP...
It's not perfect and the back end isn't textured as I just wanted to look at the 3DCoat to LW workflow.
1. Board and Cheese modelled in LW - gonna sound silly but I couldn't figure out how to quickly do a wedge shape in 3DC!
2. Voxel sculpted
3. Retopo
4. Paint Room (bring in new material)
5. UVs
6. Export as lwo and into LW
Ricky.
rsldesigns.co.uk (my website)

System Spec: Asus P5KC MB : Q6600 @ 3Ghz (OC) : 8G RAM : GeForce 9500 GT : Win7 64Bit
#2
Posted 12 October 2010 - 10:16 PM
Just a quick 1.5 hour voxel modelling session... I may turn this one into a WIP.
I take it the more detailed your voxel model, the better your occlusion and normal maps will be?
And the more detailed your normal map, the smaller your base mesh can be (once retopo'd)?
Cheers,
Ricky.
rsldesigns.co.uk (my website)

System Spec: Asus P5KC MB : Q6600 @ 3Ghz (OC) : 8G RAM : GeForce 9500 GT : Win7 64Bit
#3
Posted 16 October 2010 - 08:24 PM
rsldesigns.co.uk (my website)

System Spec: Asus P5KC MB : Q6600 @ 3Ghz (OC) : 8G RAM : GeForce 9500 GT : Win7 64Bit
#4
Posted 17 October 2010 - 12:05 AM
Greg
#5
Posted 17 October 2010 - 12:45 PM
Cheers,
Ricky.
rsldesigns.co.uk (my website)

System Spec: Asus P5KC MB : Q6600 @ 3Ghz (OC) : 8G RAM : GeForce 9500 GT : Win7 64Bit
#6
Posted 17 October 2010 - 03:57 PM
Wanna eat it! Cheese is so expensive here in Japan.
Very hard to bare for a french guy.
Process cheese, is... well, I think that's enough for cheese now.
Did you unfold Uvs, after painting?
Is it because you used "Vertex painting"?
Didn't know that was possible.
Keep on the good work; but please, no more cheese!
#7
Posted 17 October 2010 - 07:27 PM
Thanks for checking out my posts. I Modelled in 3DC (Voxel) from a wedge object imported from Lightwave. I then did some retopo and created a mesh to be able to paint on. I downloaded various images of cheese (mainly brie and camembert) and pulled those in as materials to be able to protection paint.
Then I cleaned up the UVs that were automatically created by 3DC, before exporting into LW for rendering.
Japan and cheese... I never knew that. So it is difficult to get good types of cheese in Japan then?
Cheers,
Ricky.
rsldesigns.co.uk (my website)

System Spec: Asus P5KC MB : Q6600 @ 3Ghz (OC) : 8G RAM : GeForce 9500 GT : Win7 64Bit
#8
Posted 19 October 2010 - 05:38 PM
I wonder how they will incorporate it to Z-Brush.
There is so many good softs to test these days.
Z-brush is cool too, but I never get used to retopo with Z-spheres.
Voxel is so cool because you don't have to care too much about density!
I noticed you like Jodorowsky. His comics are really unique.
Thank you for the texturing tips.
I always spend time tweaking Uvs before painting
(Often using old techniques). It is very refreshing to hear
about other workflows. Thanks!
Good luck for your next model.
Why not building one entirely from the scratch
in 3d-coat? Primitives combined are nice to get
quick shapes. Is Lightwave good? My company used
to equip people with this soft. Then they changed for Maya.
Cheers,
Frederic
#9
Posted 19 November 2010 - 12:21 AM
Yes, I've heard that news about Sculptris.
I wonder how they will incorporate it to Z-Brush.
There is so many good softs to test these days.
Z-brush is cool too, but I never get used to retopo with Z-spheres.
Voxel is so cool because you don't have to care too much about density!
I noticed you like Jodorowsky. His comics are really unique.
Thank you for the texturing tips.
I always spend time tweaking Uvs before painting
(Often using old techniques). It is very refreshing to hear
about other workflows. Thanks!
Good luck for your next model.
Why not building one entirely from the scratch
in 3d-coat? Primitives combined are nice to get
quick shapes. Is Lightwave good? My company used
to equip people with this soft. Then they changed for Maya.
Cheers,
Frederic
Sorry Frederic. For some reason I missed your reply.
Thanks for the feedback. LW10 is starting to look a lot different than other versions and it's a lot quicker. VPR is similar to FPrime, but it's now part of both Core and Layout (and quick too). You can voxel model in 3DC, retopo, paint and export to LW and see your model in realtime rendering.
Still playing and learning. What's the learning curve like with Maya?
Cheers,
Ricky.
rsldesigns.co.uk (my website)

System Spec: Asus P5KC MB : Q6600 @ 3Ghz (OC) : 8G RAM : GeForce 9500 GT : Win7 64Bit
#10
Posted 30 November 2010 - 10:57 AM
Ricky.
rsldesigns.co.uk (my website)

System Spec: Asus P5KC MB : Q6600 @ 3Ghz (OC) : 8G RAM : GeForce 9500 GT : Win7 64Bit
#11
Posted 09 April 2011 - 06:26 PM
I'm kind of thirsty now
Yeah, a glass of red wine would be fine.
Enough of Japanese rice alcohol!
#12
Posted 07 November 2012 - 02:26 PM
Before I post images, just wanted to give a big ty to Digman and AbnRanger for there guidance and problem solving in a previous thread.
I've started with the head, and quickly added in a upper body with muscle groups, so gauge proportions. I'm trying to incorporate parts of the character I like from both the cartoon version and the recent films.
My approach to the cracks so far has been to use LiveClay with a negative depth to draw in the crack lines, then using the CreaseClay and WrinkleClay to draw in the cracks. Then I build on the brick areas and use Chi
ALL crits are more than welcome.
The Thing from Fantastic 4, WIP:

And part body sculpt:
rsldesigns.co.uk (my website)

System Spec: Asus P5KC MB : Q6600 @ 3Ghz (OC) : 8G RAM : GeForce 9500 GT : Win7 64Bit
#13
Posted 07 November 2012 - 06:05 PM
#14
Posted 07 November 2012 - 06:38 PM
Nice start with your Ben Grim!
Thanks man. Have hit a snag though. I was warned to do most/all of the sculpt in voxels and then res up and use surface mode for the detail. But I wanted to the test the best methods for achieving the brick-like features, so went detailed the head. Now it crashes when I try to re-merge with the body.
Oh well, will know better next time.
rsldesigns.co.uk (my website)

System Spec: Asus P5KC MB : Q6600 @ 3Ghz (OC) : 8G RAM : GeForce 9500 GT : Win7 64Bit
#15
Posted 08 November 2012 - 01:49 AM
Are each part definitions the same? (You often get strange results merging too different density stuff).
You don't seem to use a large amount of "polys". I wonder why it crashes.
Did you try to merge a voxel part with a surface mode part?
Did you try to use "To global space" before merging?
Did you use "Move to" to merge parts (That's what I use most of the time and it works well).
Good luck with it.
I like Ben Grim too. There was a cartoon played on French TV when I was a kid with him.
If I remember well he is the only one that don't transform. I mean, the brick looks is his permanent state.
And I like him always arguing with the torch.
#16
Posted 08 November 2012 - 12:29 PM
I had to drop it back into Voxel mode and merge, thus losing some of the detail. I will go back to Surface mode once I have the rest of him meshed out.
Cheers,
Ricky.
Here's a funny undo 'bug' that was created trying to do the above process:
rsldesigns.co.uk (my website)

System Spec: Asus P5KC MB : Q6600 @ 3Ghz (OC) : 8G RAM : GeForce 9500 GT : Win7 64Bit
#18
Posted 08 November 2012 - 12:55 PM
before merge... is the head object closed ?
Yep, I also did a clean memory and Close holes. Here's another resulting attempt:
EDIT: I'm back working on a voxel version now, so I've lost a day's detail, but that's part of the learning curve.
rsldesigns.co.uk (my website)

System Spec: Asus P5KC MB : Q6600 @ 3Ghz (OC) : 8G RAM : GeForce 9500 GT : Win7 64Bit
#19
Posted 08 November 2012 - 02:24 PM
By the way, nice work in your model.
#20
Posted 08 November 2012 - 02:28 PM
Thanks for your kind words.. here's a small update (now back on with voxel sculpting)
rsldesigns.co.uk (my website)

System Spec: Asus P5KC MB : Q6600 @ 3Ghz (OC) : 8G RAM : GeForce 9500 GT : Win7 64Bit
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