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BeatKitano Sketchbook

#1 User is offline   BeatKitano Icon

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Posted 25 June 2009 - 10:47 AM

Voxel is very nice for prototyping, but i have such an hard time to get strong sculpting :/

I need to pass the feeling of "its too soft to work with".

Posted Image

I'm still struggling with the autoquad feature to displacement sculpting (i always endup with an underdetailed autoquadrangulated mesh)
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#2 User is offline   Jokermax Icon

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Posted 25 June 2009 - 03:36 PM

nice model David. I agree about tools feeling too strong or material feeling to soft, in 3DC i never use any sculpting tool at full strength. One thing that worked for me was to duplicate and degrade the layer after initial shapes are established - that makes it easier to polish things
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#3 User is offline   LJB Icon

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Posted 25 June 2009 - 03:54 PM

Nice sculpting, looking at the eyes i'd say they are a little too large and forward in the face making the famale look maybe yonger than she is.

I totally agree with Soft feel. Though dont do as i did and firm up the tablet. Im through a nib already ;)
It would seem voxel sculpting is a different beast altogether than polysculpting. different approaches needed. softly softly...

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#4 User is offline   3dioot Icon

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Post icon  Posted 25 June 2009 - 04:36 PM

Very nice sculpt. :)

I think its a good way to put it; the "soft" feeling.

In general the brushes could use some more work because its hard to build up surfaces and shapes with the same confidence as you can in say zb. This is well known though and hopefully well get to see improvements soon.

For now i have a tip that may help you (if you dont know it allready). By default smoothing is very aggressive. This was done to improve its speed when your making rough adjustments with bigger brush sizes. When you get down to the finer shapes there is an option hidden under the voxels menu (at the top of the screen). Its called "accurate smoothing". This used to be on the main voxel panel but got moved into options for some reason. It makes smoothing much more precise which is great when you get to the individual features of the face. I hope it helps.

If you have specific criticism or comments about brushes, their behaviour or how they can be improved dont be shy and post them in the "Volumetric sculpting development" category. It would help tremendously.

3dioot
"Failure is the first step towards succes"
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#5 User is offline   BeatKitano Icon

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Posted 31 July 2010 - 01:24 PM

Ok, it's been a while since i posted here.

A few reasons for that, i felt disappointed with 3dc brush feeling, could never get past the rough stage, i needed way more resolution than I could get with 3dcoat while it was perfectly fine with zbrush and mudbox.

Anyway, the whining days are over I think, I got myself a new computer, a monster. And now 3dc is like butter smooth sculpt with no contraints whatsoever, and i'm in heaven.

Enough with words, this is a doodle i've been doing since my hardware upgrade, nothing serious I make the design as I go along, so someparts are shitty, while i love some other.
Posted Image

I will probably not finish it (or maybe in while), not that i don't like it, but i will probably start something serious, well though project really soon, and that's what i will probably show next.

In short, long live Andrew and 3dcoat ! (yeah i can say that after all the bad thing i said about it, it's called objectivity)
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#6 User is offline   michalis Icon

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Posted 31 July 2010 - 01:43 PM

Some nice shapes here, a good tast of sculpture :clapping:
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#7 User is offline   BeatKitano Icon

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Posted 31 July 2010 - 02:26 PM

Coming from you it's a pleasure :)

Could someone form 3dcoat team rename this thread to Beatkitano Sketchbook ? Right now the title is a bit misleading.
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#8 User is offline   LJB Icon

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Posted 01 August 2010 - 08:05 AM

Done

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#9 User is offline   LJB Icon

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Posted 01 August 2010 - 08:06 AM

Cool stuff, Love the Doodle.

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#10 User is offline   BeatKitano Icon

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Posted 01 August 2010 - 11:20 AM

Thank you LJB.

I'm working on that now:


Posted Image

Still lot to do, some proportions still bug me but nothing voxel magic can't solve in the end.
I'm having such a blast working in this software now :)

Freedom, complete freedom, i'm very happy.
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#11 User is offline   LJB Icon

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Posted 01 August 2010 - 06:01 PM

View PostBeatKitano, on 01 August 2010 - 12:20 PM, said:

Thank you LJB.

I'm working on that now:


Still lot to do, some proportions still bug me but nothing voxel magic can't solve in the end.
I'm having such a blast working in this software now :)

Freedom, complete freedom, i'm very happy.


Nice.

If you dont mind the crit I think the only thing that is spoiling it for me is the proportions of the creature. its anatomy is too human in stance and volume. Its just my opinion.

I really like the way you form your structures though .By that I mean i can see how youve drawn out forms and shaped the Voxel (very apparent in first doodle image) and to that end it feels very comfortable looking at your work. If you know what i mean ;)

Check out my channel on vimeo Here


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#12 User is offline   BeatKitano Icon

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Posted 01 August 2010 - 08:17 PM

View PostLJB, on 01 August 2010 - 06:01 PM, said:

Nice.

If you dont mind the crit I think the only thing that is spoiling it for me is the proportions of the creature. its anatomy is too human in stance and volume. Its just my opinion.

I really like the way you form your structures though .By that I mean i can see how youve drawn out forms and shaped the Voxel (very apparent in first doodle image) and to that end it feels very comfortable looking at your work. If you know what i mean ;)



Ahah, thanks, yeah I kinda learned the hard way to get the shapes done early before going up in resolution, now i don't really need to bother, but's an habit.
And i hate sculpts that looks blobby. I still have that in some area of my friend here but it won't stay.

About the proportions, yeah, that's what I meant, i'm not compfy with the arms/waist-hip parts, its too fragile/feminine, it's not necessary a bad thing but it's not aggressive enough for my taste.
I tried to rework that a bit, but didn't have much time today. I will probably fix it tomorrow.

That's it for tonight.
Posted Image
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#13 User is offline   Calabi Icon

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Posted 01 August 2010 - 10:02 PM

I like it.

The proportions seem good to me. I prefer the more human proportioned alien. I hated the Alien Ressurection and AVP aliens which ran around on all fours. The point of the alien is for it to be a human abomination. It does not run around on all fours(nor does it have the dinosaur two legged gait), only when on ceiling or walls, all other times it runs lithely and faster on two legs than we do. We are inferior to it, on what we think we are superior to most animals. We cant lower it to the stance of just being an mindless animal because it does not walk on all fours, it is not an animal it is something else.

It is totally alien (but does it by not being alien in the most obvious ways), beautiful, seductive, and terrifying.

Sorry off the wall rant there.

Cant wait to see it finished
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#14 User is offline   LJB Icon

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Posted 02 August 2010 - 12:30 AM

View PostBeatKitano, on 01 August 2010 - 09:17 PM, said:

Ahah, thanks, yeah I kinda learned the hard way to get the shapes done early before going up in resolution, now i don't really need to bother, but's an habit.
And i hate sculpts that looks blobby. I still have that in some area of my friend here but it won't stay.

About the proportions, yeah, that's what I meant, i'm not compfy with the arms/waist-hip parts, its too fragile/feminine, it's not necessary a bad thing but it's not aggressive enough for my taste.
I tried to rework that a bit, but didn't have much time today. I will probably fix it tomorrow.

That's it for tonight.
Posted Image


Looking a little better but now feels a mite top heavy, the neck looks the same width as the waist? Maybe Beef him up completely to match the neck proportion rather than reduce the neck? I think that would fit more the look your after with the aggression you mention.

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#15 User is offline   artman Icon

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Posted 02 August 2010 - 03:44 AM

View PostBeatKitano, on 01 August 2010 - 09:17 PM, said:

Ahah, thanks, yeah I kinda learned the hard way to get the shapes done early before going up in resolution, now i don't really need to bother, but's an habit.
And i hate sculpts that looks blobby. I still have that in some area of my friend here but it won't stay.

About the proportions, yeah, that's what I meant, i'm not compfy with the arms/waist-hip parts, its too fragile/feminine, it's not necessary a bad thing but it's not aggressive enough for my taste.
I tried to rework that a bit, but didn't have much time today. I will probably fix it tomorrow.

That's it for tonight.
Posted Image


Thats a very cool voxel Alien design you are sculpting here. :good: :brush:

If you want to induce aggression in a short time,I got only one advice:. Help yourself with a stance.
Even a symmetrical stance will help you achieve desired presence.
It will accelerate the amount of cool hints you can produce with your strokes.
Aggression starts by bending the character. :)
A shape that is bigger than you and bending on you is a threat,even if its a very primitive shape.
Lest limbs be reddened and rent--I spring the trap that is set--As I loose the snare you may glimpse me there--For surely you shall forget
"The Wind In the Willows", Chapter 7 "The Piper at the Gates Of Dawn"
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#16 User is offline   BeatKitano Icon

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Posted 06 August 2010 - 05:24 PM

Thank you Artman for the tips, but I don't want to pose it too much, the goal is to export it in a game engine, and I want a rather "neutral" pose for rigging.
I meant aggressive in the design not the attitude, but I got your point.

I'm about 60% done with, i plan to export it to mudbox or zbrush for shape refining, I feel voxels a bit too mushy for creasing. Polygons will help I think.

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#17 User is offline   Tinker Icon

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Posted 07 August 2010 - 04:11 PM

Looks very lively. I like it!
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#18 User is offline   haikalle Icon

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Posted 07 August 2010 - 04:46 PM

Have to agree. Lots of nice detail. I just love this kind of work where there is much detail and they work with sculpt 100%.
Thanks for sharing.
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#19 User is offline   BeatKitano Icon

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Posted 07 August 2010 - 06:52 PM

Thank you Tinker and haikalle.

Tonight update, still the tails most of the back, hands and neck to do;

Tail will be a pain to do, but at least it's easier in voxel than with polygon segments :)
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#20 User is offline   BeatKitano Icon

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Posted 08 August 2010 - 05:32 PM

Playing with the renderer, makes me want to make some experiment in rendering, I never really tried...
Almost completed, the refining of shapes is coming next in zbrush (since mudbox can't handle the polycount of a raw obj :>)

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