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3 Dimensional Chat / Official 'What are you working on?' 2012

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Venge
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Posted: 20th Apr 2012 00:10
And a video.




The meek shall inherit the earth, if that's alright with everyone else.
Design Runner
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Posted: 20th Apr 2012 21:40
Venge, you are awesome. What college are you in?

I'm working on a steampunk airship, picture is attached to the post. I would love crits, especially on style as it's my first steampunk model. I need to make sure it is actually steampunk.

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Venge
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Posted: 20th Apr 2012 22:39
Little private college here called Ashford University. It was one of two (other being Iowa State, bleh) within reasonable driving distance that actually offered a degree in computer graphics and animation.


The meek shall inherit the earth, if that's alright with everyone else.
The Zoq2
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Posted: 21st Apr 2012 19:12
Wow, that dragon looks stunning!
Venge
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Posted: 21st Apr 2012 21:23 Edited at: 21st Apr 2012 21:23
Sneak peek at my animation II final.



Rigs were not made by me, just using them as per the assignment.


The meek shall inherit the earth, if that's alright with everyone else.

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Travis Gatlin
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Posted: 22nd Apr 2012 16:58 Edited at: 9th May 2012 14:27
@venge
You have animation class? Lucky!!
Post the final animation on YouTube for us!

Oh and here's a trumpet that I re-rendered using Yafray and HDRI lighting. Thanks to Seppuku Arts for telling me about HDRI Lighting, It's a very valuable tool for realism!



MOD Edit: Sorry, but that huge pic was throwing off my formatting and drove me nuts. The 'attached' image is still the original, I just made a smaller one to place in the {img} tags. To view the HUGE version click on the 'VIEW' button on the bottom right of this post.

http://www.talenthouse.com/travisgatlin
You can find my latest work here. Please comment on my work and tell me what you think!

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Seppuku Arts
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Posted: 22nd Apr 2012 17:47
Quote: "Thanks to Seppuku Arts for telling me about HDRI Lighting, It's a very valuable tool for realism!"


Hate to blow my own trumpet, but I am awesome.


Anyway, trumpet's looking good! Glad you're enjoying using HDRI, I can't say my experiments are looking as good as yours.

If it's for render only, you might want to chuck some subdivision smoothing as I can see some of the polygons.

JLMoondog
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Posted: 23rd Apr 2012 01:49 Edited at: 23rd Apr 2012 01:51
Trumpet looks really good. My only suggestion is to add some form feature anti-aliasing to the post render. That should smooth out those reflections nicely. Oh and get rid of that hdrmi backdrop!

Wolf
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Posted: 23rd Apr 2012 01:56
Travis! Dang nice work!

Creativity is allowing yourself to make mistakes, art is knowing which ones to keep.
Travis Gatlin
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Posted: 23rd Apr 2012 04:02
Quote: "anti-aliasing to the post render."

Already did, 5 passes of it ^_^

Quote: "Oh and get rid of that hdrmi backdrop"

Already tried! Can't find how! lol

@ Wolf
Thanks!

http://www.talenthouse.com/travisgatlin
You can find my latest work here. Please comment on my work and tell me what you think!
JLMoondog
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Posted: 23rd Apr 2012 07:38
Sorry I confused myself...if you set up FFAA this will make your reflections and model edges look nice and crisp.

Cyborg ART
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Posted: 23rd Apr 2012 15:40


In order to apply for a "Digital Graphics" - school I had to do this

It turned out quite good, especially having in mind that this is my first ever CG art.


- A secret signature -
MrValentine
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Posted: 23rd Apr 2012 20:08
Cyborg ART - wow!

Travis Gatlin
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Posted: 23rd Apr 2012 22:30 Edited at: 25th Apr 2012 03:14
Quote: "FFAA"

Sorry for all the questions lol, But do you use Blender? If so then could you show me how to do this? Or could someone, at least. Thanks
EDIT:
Or... Not?

http://www.talenthouse.com/travisgatlin
You can find my latest work here. Please comment on my work and tell me what you think!
Quik
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Posted: 25th Apr 2012 15:49 Edited at: 25th Apr 2012 19:09
And here is what iam making:


Ill post more pics later, of the lowpoly/basemesh too (which has WAAY too many polygons)

edit:






there, legs really need a poly reduction...

4300 polies (A lot, i know)


The result of origin.. Oh and ponies
Seppuku Arts
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Posted: 25th Apr 2012 21:08
Nice start.

It has been a while since I've got to do anything high-poly, so I am a little rusty, plus I couldn't be bothered to do the ears.

Modelled in Hexagon 2, Rendered in Carrara 5 Pro


With Wires:


Venge
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Posted: 25th Apr 2012 22:24
Animation final is done.



Assignment was to do a short clip utilizing character animation and lip-synching.

This was made using resources from the 11 Second Club. The Moom rig and an audio clip from the September 2009 competition used here are freeware from that site.

http://www.11secondclub.com/


The meek shall inherit the earth, if that's alright with everyone else.
Ortu
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Posted: 26th Apr 2012 02:31
Venge: I feel it starts off kind of in slow-motion, everything from the hand hitting the table onwards is nice and smooth though good work

kingofmk98
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Posted: 26th Apr 2012 03:41 Edited at: 26th Apr 2012 03:42
I was working on this laptop

http://technowarfareproductions.webs.com/
mkombat1010@gmail.com

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Travis Gatlin
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Posted: 3rd May 2012 03:03 Edited at: 3rd May 2012 03:04
Wow, sudden stop in everything. Well here's something to make it go again. I made a bust, I think it's the best I ever did, did it in like an hour in Sculptris so here you go.


http://www.talenthouse.com/travisgatlin
You can find my latest work here. Please comment on my work and tell me what you think!

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Seppuku Arts
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Posted: 3rd May 2012 05:10
Quote: "I think it's the best I ever did,"


You mean, the *bust* you ever did? Bedumtish!

I think it's a good start and I can see it taking a decent shape - especially the nose & mouth - I think the eyes could do with more work, but obviously that comes as you're building more detail, I think with a couple of more hours and you can add the detail you need and several more hours you'll be screaming, "why oh why am I still sculpting? It doesn't take this long in those speed sculpts".

I am kidding about that last part.

MrValentine
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Posted: 3rd May 2012 05:14
Sculptris is pretty fast on my system...

I am sure you all saw my boobs erm bust erm bug pic...

But nice... We have a small Sculptris userbase here yay

Travis Gatlin
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Posted: 3rd May 2012 05:30
Quote: " I think the eyes could do with more work"

Besides eyelids, what does it need?

http://www.talenthouse.com/travisgatlin
You can find my latest work here. Please comment on my work and tell me what you think!
Seppuku Arts
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Posted: 3rd May 2012 13:51
Tear ducts. Usually doesn't matter on lower poly stuff as they can be textured in, but you've got room to scult them in . Also you might want to consider the general shape of an eye. It should wrap over the eye, but as you say 'eye lids'.


Sadly I doubt my computer would get along with Sculptris, Intel GMA and all that. But I used to love playing with ZBrush's demo.

Travis Gatlin
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Posted: 3rd May 2012 16:38 Edited at: 3rd May 2012 16:39
Ah, I see. I did a good bit of improvements to it, added some eyelids and all that, improved the nose, lips, made the face thinner, shorter, and less fat.


http://www.talenthouse.com/travisgatlin
You can find my latest work here. Please comment on my work and tell me what you think!

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MrValentine
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Posted: 3rd May 2012 20:59
I am curious... is there any way to go from Sculptris to DBPro ?

model wise I mean...

those eye sockets look over scaled... scale them back a little

Travis Gatlin
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Posted: 3rd May 2012 21:52 Edited at: 3rd May 2012 21:52
@ Mr. Valentine
Yup there is but there's no way to feasibly do so. For objects, the poly counts are massive. So you gotta bring it into Blender or whatever modeling program you use that accepts the .obj format, then reduce it and export it from there.

http://www.talenthouse.com/travisgatlin
You can find my latest work here. Please comment on my work and tell me what you think!
Quik
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Posted: 3rd May 2012 22:00
You can reduce just fine in sculptris?


The result of origin.. Oh and ponies
Travis Gatlin
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Posted: 3rd May 2012 22:34
Well, for DBP you're still going to have to bring it into an external program. So yeah, just reduce it where ever you like.

http://www.talenthouse.com/travisgatlin
You can find my latest work here. Please comment on my work and tell me what you think!
MrValentine
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Posted: 4th May 2012 00:29
I will look into it thanks

zeroSlave
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Posted: 5th May 2012 22:33
Look into Retopology for poly reduction. You can do it with Blender, but there are also programs to do it with. Topogun, and I believe 3DCoat can do this. I use Zbrush which has a built in retopo function. It's a little touchy at times, but it does the job well enough.

I think the developer of Sculptris was working on a retopo script for it, but my guess is that any real updates for it are unlikely since Pixologic bought the rights to it.

Everybody is a genius. But if you judge a fish by its ability to climb a tree, it will live its whole life believing that it is stupid.
Travis Gatlin
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Posted: 6th May 2012 17:01
I just looked up a tutorial for Retopology in Blender. I found a nice technique called Vertex Snap which snaps vertexes in a mesh to the surfaces of a high poly model, and when worked well enough, it can make some GREAT results! I love it so far and I'm retopologizing my mesh right now!

http://www.talenthouse.com/travisgatlin
You can find my latest work here. Please comment on my work and tell me what you think!
Ortu
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Posted: 6th May 2012 18:19
@travis: snap is a great tool, you should also look at the 'shrink wrap' modifier. It works like vertex snap, but over larger areas at once.

It can be a little tricky in the settings to get great results from, but it can really speed things up once you get used to it. And don't worry about getting it fitted perfectly, once you have it pretty close, you can apply the modifier and clean it up with snap.

Another handy tool is 'edge slide' with auto-merge editing on

Travis Gatlin
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Posted: 6th May 2012 23:17 Edited at: 6th May 2012 23:20
Here's my retopologized head, 914 polygons! First head is without the normal map, second is with, third is wireframe and and last is the original for comparison purposes.
Normal maps baked with xnormal. (Slow internet warning for image)

http://www.talenthouse.com/travisgatlin
You can find my latest work here. Please comment on my work and tell me what you think!

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Seppuku Arts
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Posted: 7th May 2012 02:48
Hmm this retopology tool seems pretty nifty. I can see what looks to be fairly close to how the polygon flow should look on a head.

Travis Gatlin
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Posted: 7th May 2012 20:17
Quote: "I can see what looks to be fairly close to how the polygon flow should look on a head."

Thanks! I think this is about all I'm going to do to it for now though. I need to start practicing on other things, like special effects techniques, and Blender's new B-mesh system.

http://www.talenthouse.com/travisgatlin
You can find my latest work here. Please comment on my work and tell me what you think!
MrValentine
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Posted: 7th May 2012 22:59 Edited at: 7th May 2012 23:01
Hey guys... I know how to export in .X for blender its through one of those add-ons in the options... But what about importing .X¿

EDIT

went back up to read travis`s post on using .obj but my other question... How to retopo¿

Ortu
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Posted: 8th May 2012 02:55 Edited at: 8th May 2012 02:57
For retopo, you've basically got 3 options:

1) decimate/poly reduce the object - can be good for static objects, but wrecks loop flow so should be avoided on things which deform.

2) merge/weld loops and verts in the object by hand to reduce the counts - you get a lot of control, but it can be slow and tedious depending on the state of your mesh. tools like edge slide and auto-merge can help with this.

3) build a new low poly mesh around the object. tools like vertex snap and shrink wrap can help with this.

sometimes, it's best to use a mixture of these things.

MrValentine
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Posted: 8th May 2012 02:57
Sorry Ortu... I meant with Blender... or others...

Ortu
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Posted: 8th May 2012 03:14
I only use Blender so these are all tools available within it.

or are you asking if there is something other than Blender which would be better for doing retopo?

MrValentine
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Posted: 8th May 2012 03:26
I think I need a break soon...

[no just ignore that its not here its just life...]

But what I meant was... HOW to do it in Blender...

Travis Gatlin
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Posted: 8th May 2012 06:25
Look up some tutorials. To merge, you press W and it will be on the pop up menu. As for vertex snap, look it up, for shrinkwrap, it's a modifier, so is Decimate. But I wouldn't recommend decimate for things that aren't sculpted or organic, or that are dynamic, like Ortu said.
It's not too hard but if you want a good, deform-able retopo, it takes a lot of time and effort. And no there are no automatic tools for this.

http://www.talenthouse.com/travisgatlin
You can find my latest work here. Please comment on my work and tell me what you think!
MrValentine
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Posted: 8th May 2012 06:50
I suppose I had best leave modelling until after I have got an engine put together... as it clearly seems to be a tricky pond XD

Seppuku Arts
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Posted: 8th May 2012 14:08
It's not as bad as it seems. Looks like more & more people are taking the sculpting/retopology route. I would like to get this program. http://3d-coat.com/ Its sculpting, retoplogy, UV Mapping and painting tools are awesome and it's cheaper than ZBrush. Given I downloaded the trial on my old computer, I think I'll download the trial again and have some fun.

JLMoondog
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Posted: 8th May 2012 14:49
Quote: " Looks like more & more people are taking the sculpting/retopology route."

AAARRRGGHH!!! This is very disappointing to me... Honestly sculpting is a means to enhance an already existing model with a well laid out topology.

Seppuku Arts
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Posted: 8th May 2012 17:48
I generally think it is a good idea to start with a mesh than build the topology afterwards - you certainly have a lot more control over the shape of the mesh if you do that part first and then the main think you're worrying about is the addition details. But I think for a skilled artist either method works and produces good results with a good topology and sensible UV Maps. However, like you, I must give props to the model first, sculpt second method.

Anyway, I've been playing 3D Coat again and I find it sooo easy to use, it reminds me exactly how horrible Hexagon's 3D texture paint is. Here's a quick play around, I really must practice my texturing, but I quite like how well this tool works. If only I had $350 spare to spend on it. It's by no means a great texture, but it's just a quick go to remind myself how to use it.



Might experiment with some sculpting next.

MrValentine
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Posted: 8th May 2012 17:53
@ Seppuku Arts

Nice!

Quik
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Posted: 8th May 2012 17:55
Quote: "AAARRRGGHH!!! This is very disappointing to me... Honestly sculpting is a means to enhance an already existing model with a well laid out topology."


Matter of opinion, I SCLUPT, my low poly model, as in i build my models as i sculpt - i sculpt in lowpoly i guess u can say? as i feel i get a lot more organic controll from sculpting, so i bring it out and in of max.

and then i subdiv and sculpt a highpoly yes.. anyway this is what works best for ME ^^


The result of origin.. Oh and ponies
Seppuku Arts
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Posted: 8th May 2012 18:41 Edited at: 8th May 2012 18:42
Cheers Mr V

Of course, people will have their preferences.

And now playing around with a bit of sculting to the mesh - not a lot of detail, but I didn't got for a massively high subdivision.



Man I wanna buy this now.

Travis Gatlin
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Posted: 9th May 2012 04:48
Meh, you probably shouldn't have sculpted those in. Because for in-game, you'd only have to reduce it a bunch. You'd be better off simply painting the wrinkles and such into a normal map.. At least then you could keep the original geometry.

http://www.talenthouse.com/travisgatlin
You can find my latest work here. Please comment on my work and tell me what you think!

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