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Rectro

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Everything posted by Rectro

  1. Nice start to this. Do it, sculpt all them bumps when its ready, it will be well worth it. I was tempted to make a dragon when I saw the run down of the CG on the Vray page, awsome stuff. Dan
  2. http://www.techradar.com/reviews/amd-ryzen-7-1800x/2 http://www.guru3d.com/articles_pages/amd_ryzen_7_1800x_processor_review,24.html From reading these two reviews, the 1800x stacks up againts Intels high end chips including the 6900k 6950k in alot of tests but is under half the price of the 6900k, and a way under the price of the 6950k coming in at around £1600 mark in comparison to £470-£499 The chip sets are cheaper, so motherboards will be a fair price also. Its a poor overclocker, but it a 8 core, and for those who dont overclock you wont need to as out of the box it delivers. So far average is 4ghz overclock, but your need water cooling for that in any case. By the time im due for my next upgrade all bugs will be ironed out which there will be some, and the next gen chips will be out. Compared to my system using the Intels 5930k which is a sub £500 chip I get 1270 cb score overclocked to 4.5ghz on water, where as this 1800x gets 1600cb out the box, its a no brainer for a new system build which one id go for now. How will Intel respond to this? Dan
  3. Very nice art, thanks for sharing, I particularly like the 4th one down with the rings. Dan
  4. I use watercooling, be interesting to see some clocks done. Of course the pro clockers have had a bash at this cpu already, and have broken the Cinebench record, so even though they used extreme methods, it shows good potential for average systems. Dan
  5. Great! be sure to post up some benchmarks. Do you intend on overclocking? Dan
  6. AMD are looking to finally after many years of being behind intel bring out a CPU that boast great Cinebench scores at such a good price that compeats with Intels high end CPUs. Will you be moving over to AMD from your Intel system, are you building a new system? I will sit back and watch for a while, but it certainly looks promising. Dan
  7. Cool work, nice lighting and composition. Dan
  8. A Cloud of Hair

     

    Been helping another member with cloud like hair, and recommended a method I had come across a few months ago. In short the method is to use the sketch spine tool to produce a cloud like wave in which gets cloned.  This clone is then converted to hair, then styled.  The results are quite nice, even in a short amount of time creating a very basic mock up.  

    It sounds easier than it is, one of the things that I found limiting a few months ago was having to use the spine to be the guide tag, this meant there is no hair guides as such, so no styling was possible with the grooming tools. After converting spines to guides I found that if I tried to root guides to an object the guides would move away from the object as soon as I apply a polygon selection tag.  This is dealt with by storing its position in the hair object then restoring its position afterwards.  The guides would still move, but as soon as I moved the geometry the guides pop back into place and remain there.

    In either case there was a workflow that dealt with all limitations, and from this workflow I will make a short tutorial on in the week.

    Dan

     

    cloud hair.jpg

  9. Rectro

    Living Room

    Super work. how long did it take to render, and how much of this did you model yourself, what kind of system, farm did you use to render it on? Thanks, Dan
  10. Here is a video showcasing Vray put in the hands of some fantastic artists. Truly brilliant art, and fantastic render engine Technology. https://www.vray.com/showcase/#church-on-the-water Dan
  11. Iv used joint rotation to drive morphs, but this is no good for shoulders. Id like for example to have say 3 morphs for each of the major shoulder positions, lateral, anterior, and posterior, and have the joints position blend between these morphs using a 2d vector. If this can be done, and you can teach me this on another thread dont want to take this one over, or privately as Im no programmer, id put this into a tutorial giving credit for help given. If not point me to where I can learn this as these things will open C4D a great deal. Thanks,Dan
  12. Thanks for the extra info. That video is actually mine, so glad it helped out a bit. If when I learn something that I feel nobody has covered as a tutorial, If I have time I put together one to help others who may need it to get them up to speed on that subject. My main skill is in digital sculpting, 3D modeling, but have had to adapt over the years so still have some gaps in my rigging knowledge, not even started with expresso yet, so the C4D Studio Character tool is getting me by. Im looking for a way to get positional based joint driven morphs. It sounds like you may have worked out positional based correctional morphs, if so id really like to understand how this is set up, mainly for areas like shoulders, legs. Iv seen some very nice correctional morphs in some Maya figures for sale at Turbosquid, id like to get mine like this one, in 3dsMax,, there is a video demo file that shows the deformations. Dan
  13. Thanks for sharing this, I can learn allot from this. Im not a rigger and want to eventually set my own character up with this kind of control. Can I ask, where did you learn how to set all this up, because thats a heck of a good job you done on this, must have taken ages to set up the 2d vectors? I haven't have a full look at it all yet but have been successful in setting up Joint driven correctional morphs? If you have any links to how I can learn more about this set up please post them. Thanks, Dan
  14. Interesting to watch these comparison videos. I didnt feel Vray 3.4 got shown its potential as his IPR didnt start, and for some reason he did things the old manual way as in v1.9 and didnt show that Vray has light presets, quick render setting to make the whole thing far more simple for new users? Dan
  15. Very impressive, and the price for the Indie version is very good, however id like to see a option for perpetual Indie, but at $199 per year thats still cheaper than most software upgrades. Id get lost if I got that, but looks to be a strong contender to the big boys toys. Not enough time, too many things to learn. Dan
  16. Not related to your purchase experience which is solved now, but I also have to vouch how great this plugin is which is the same as the maya version. Iv had great results. Dan
  17. Really great work, your characters are getting better every time, keep it up. From memory when I last used the sss in C4D I found the fusion shader within the SSS material helped get that soft skin look to the best that I could get from it. Dan
  18. Rectro

    octane

    I use Vay, and have seen some nice stuff done with Octane, but I dont have the GPU power, plus Vray suits me because of its high quality skin materials. When I saw this short video it showed me just how nice Octane is, very inspiring. https://www.maxon.net/en/industries/animated-films/article/making-3d-films-a-one-man-show/ Dan
  19. Yes the price its much better getting keyshot that way, but just to emphasise again, the advantage using Zbrush with Keyshot is not just because its a external renderer like Vray or arnold, its because you have a IPR at the quality of higher end renderers that let you see your model while in its concept stages, so you get to for instance see your monster sculpt with all its skin detail with all its materials and painting with SSS, spec, reflection and so on long before you get to the stage of producing the new topology, making Uvs, baking maps, making materials, setting up your scene for lighting, we can be talking about seeing your finnal results up front weeks in advance. It could be once you see it in all its glory that you change your design choices. Example : skip to 5:21 Dan
  20. The difference here is Zbrush can send a 20 million polygon mesh or higher to Keyshot while at the concept stage, when it comes to retopology your be 100% happy with your design choices as Keyshot lets you see renders faster and better than C4D even at 20 million plus polygons, but thats more of a bonus, of extended choices. PS: Keyshot pro standalone $1,995.00 Zbrush Keyshot pro $549 Dan
  21. There are quite a few directions for this, and to be honest it all comes down to a desired usage and workflow. In all cases if you dont have a reasonable Tablet pen then stay inside C4D for sculpting as its not half bad. Lets say your making a monster and have no set concept, then the last thing you want to be doing is making a base mesh in the traditional way as the base mesh dictates your design choices too much. This is where another sculpting app comes in as there is no way at this time C4D gives you the freedom to explore your design choices fast. Now I dont know if 3Dcoat has some kind of way to develop a fast base mesh that starts the process off for conceptual work, but Zbrush does with Zsphears, shadow Box, and Dynamesh. Here im talking about getting down ideas from your head into 3d as fast as you can think of them by removing all technical restraints. What if your concept is great, and you wish to take this to the next level specifically for animation? Your have 3 choices, use your concept as a background guide to build a 3d model from using traditional methods as a background image set, model around it in 3d space, or re-topologize it. The first two choices any sculpting app can do, but re-topology would be directing at 3Dcoat, as Zbrush re-topology tools are not as good. If you need to get an additional re-topology app then this bumps the cost up for the process, unless your happy to do this in C4D. I use MODO for re-topology in this scenario. There is also the case that your concept sculpting may need a fast render preview to help direct your concept choices. 3Dcoat has PBR Zbrush has BPR, but Zbrush has the option to expand its renderer to Keyshot 6 Pro limited to Zbrush which cost a fraction of the price as the open version but all the features are the same. This gives you a very, very high end render engine in which is linked directly to ZBrush at a click of a button millions of polygons are sent to Keyshot in hardly any time. If your a concept artist you can make your mesh, concept, paint your design and render it in Keyshot for a final image in which your never have to even open C4D. In production for animated meshes things change a bit, as you may come from the direction of already having made your base mesh in C4D, in this case I cant see why 3DCoat will fulfil your needs from that point onward, however your need to look into how good, and easy the process is to produce displacement, and normal maps? The digital sculptor whos artistry is in producing clay like sculptures, and who wants to feel they are in contact with clay, then Zbrush all the way, nothing feels like Zbrush in the response you get from the brushes, this alone for me would direct me to Zbrush as thats a area thats very important to me coming from a traditional sculpting direction. If I was in your position id have a good think on what your direction and work flow is, and your budget. I think for general sculpting C4D is brilliant. Dan
  22. For the fact that your thinking more on the organic size of 3d sculpting, what is it do you think your be doing the most, characters, monsters, for concept, game ready assets, traditional clay sculptures. painting, high detail map creation? Where in your workflow do you think a sculpting app would fit? Dan
  23. I my sculpting is into two main categories. 1: Design, and concepting When sculpting in this way all I care about is freedom. I normally make a base mesh in Zbrush for its basic volume, same I assume within 3DCoat. This is where I do not want to worry about pols, edge loops, and poly count. I need to beable to design fast, and get whats in my head into 3d form. My concept may at times get taken down the route for re-topology to produce the actual production model. 2: Complimentary sculpting For this type of sculpting iv already got my design, and made a clean topological mesh in C4D, Modo using traditional box, patch, modelling principles. For this type of sculpting it can be for aiding in the process during the modeling process (C4D sculpting is good for this) in which I work on the base mesh without sub dividing, or work on high detail sculpting to add surface details that are to be baked into maps (Zbrush is where I do this). This depends on what you mean by normal. If you mean sub deviding a mesh without changing its topology (Mesh based), then I think it depends on the technology used. In this regard Zbrush uses its own pixol technology which lets you subdivide a mesh without changing its topology into multiple millions of polygons while allowing you to move up and down its sub division levels at will much like in C4D but much better, on my system I can get 36mil polys without any slow down what so ever. On the other hand Zbrush has another method which is called Dynamesh, this does alter the topology and evens out the distribution of the polygons which makes for sculpting smooth in which the resolution can be taken higher and higher as you go without any stretching of the polygons. P:S, maybe these questions should be on the blog, these are good questions? Dan
  24. Ok Lgor, il remember that. If you need help with anything just PM me. Dan
  25. Good point, it would get lost in a day or two. Nice banner, I think this blog will be very helpfull for thoes not knowing neither app, or like me knowing only one of them. At the cost of 3dcoat if I like other areas of it enough that show off that are weaker tools of my other apps I may even add it some point. I hold hope that C4D or Zbrush will get better painting, and Topology tools. On the audio side when I record vocals for singing in the studio I aim for -15db at its highest peek, then process the vocals compressing them peeks and bringing the final track music with singing as loud as possible without clipping, with video recording I dont mess with all that processing, maybe a little compression, and noise reduction within Camtasia Studio. I use a Samson C01U mic with pop shield which helps. Dan
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