You're alone here phil.
sorry, not quite alone.
Posted 25 August 2011 - 10:23 AM
You're alone here phil.
Posted 25 August 2011 - 10:26 AM
Posted 25 August 2011 - 12:04 PM
Posted 25 August 2011 - 12:42 PM
Posted 25 August 2011 - 12:52 PM
@ MADjestic
Yes, sculptris has the perfect UI, the tools aren't 2-3 they are a lot more, it's a clever UI.
But it's unfair to compare it with 3dcoat or zbrush, these last are huge massive apps not just a sculpting tool.
Still waiting for some opinions on my previews question... It isn't the first time I'm asking...
Posted 25 August 2011 - 01:10 PM
There's an issue when trying to bake a dynamic tessellated mesh on the retopo cage.
Some areas with less density... a heavy triangulated artifact, on normal and displacement maps.
Similar when merging a low density mesh in voxels mode (the cylinder-sphere etc)
Dropping to hi density voxels could be a solution but it isn't as voxels will capture these tris as well.
I really like to hear you opinions on this, Raul's or Andrew's too.

Posted 25 August 2011 - 02:22 PM
Posted 25 August 2011 - 02:47 PM
Posted 25 August 2011 - 03:17 PM


Posted 25 August 2011 - 07:01 PM
Posted 25 August 2011 - 09:37 PM
Posted 25 August 2011 - 09:42 PM
I'd rather bake with xNormal as of now because there are a lot of settings and control. So far my results have been very smooth, but I mostly do normal map work and I believe you are looking for displacement, so this may not be a fruitful suggestion (but who knows). I've generated displacement maps and they seem to take the triangulation into account (there may be a setting to get what you want though).
Posted 26 August 2011 - 10:51 AM
Does this capture helps?
Normally, a renderer can smooth these triangles. But when projecting a topo cage on it... or when just dropping it to hi density voxels... ??
I know, smoothed 3dcoat rendering when baking can stop it. Indeed, losing crispness. But when I used displacement map (MV baking), here again, just more blurred which is worst.
Posted 26 August 2011 - 01:50 PM
Posted 26 August 2011 - 02:13 PM
Phil, what I would try to do is bake the character without the hair...that should be easy enough with any of those tools. If not, then something is awry in the process. But with the Hair, screw displacement maps, in my opinion. Either keep it low poly (no displacement) w/ Normal maps or just make it a hair cap, and give it as much geometry as needed. That's what I did with my little Hobbit character's hair (that I used the Muscles tool to sculpt). I didn't fool with displacement. You can assign a proxy to it with most renders, which will then render the high res at render time.I've actually spent days this past weekend fighting with 3DC, xNormal, LightWave, and even max, trying to get a decent displacement map for my current character.
Posted 26 August 2011 - 04:47 PM
Phil, what I would try to do is bake the character without the hair...that should be easy enough with any of those tools. If not, then something is awry in the process. But with the Hair, screw displacement maps, in my opinion. Either keep it low poly (no displacement) w/ Normal maps or just make it a hair cap, and give it as much geometry as needed. That's what I did with my little Hobbit character's hair (that I used the Muscles tool to sculpt). I didn't fool with displacement. You can assign a proxy to it with most renders, which will then render the high res at render time.
Posted 26 August 2011 - 05:10 PM
Posted 27 August 2011 - 09:20 PM
Posted 27 August 2011 - 09:38 PM
Posted 27 August 2011 - 09:50 PM
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