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Workshop - Sandbox In this forum, you can create a thread related to all your tests you do in your creative days. It can include 3D modeling (digital and traditional), drawings, sketches, anatomy studies, photos tests, animation, rendering tests, shaders tests, traditional painting, etc.
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Old 27th June 2008, 22:00   #41 (permalink)
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*groan*
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Old 28th June 2008, 12:06   #42 (permalink)
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Some more moi -> modo. Should of brought it in with a tighter mesh, although I suppose I could of subdivided it a bit. Anyway found the modo duplicate tab and added a bit of depth of field.

Don't like the beak (too sharp).
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Old 28th June 2008, 14:41   #43 (permalink)
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Suddenly, without warning, the flash went off ....

This is from moi, into 3dcoat to add the eyes and then into modo for render. Learnt a bit about UVs and quite a bit about 3dcoat. First attempt at exporting from 3dcoat. Tempted to add more detail but thought it worked well by keeping it with just the eyes ?

Some pinching around the legs - noticed it on the octopus model too !
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Old 28th June 2008, 16:47   #44 (permalink)
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I think more detail would be good. But that depends on what you are aiming for. If it is a plastic toy type thing then I think it's fine as it is.

How are you liking 3Dcoat. How about giving the head sculpt challenge a go using 3Dcoat?

http://forums.polyloop.net/speed-con...tml#post171965
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Old 28th June 2008, 17:55   #45 (permalink)
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I was after the toy look I've seen in some other threads ...

Hardly used 3dcoat - but I will give the challenge a try. One slightly melted dolls head coming up....
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Old 29th June 2008, 02:50   #46 (permalink)
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It's a bit too metallic looking, if you're going for plastic. You should have the reflection set to 0%, fresnel reflection can be somewhere around 60-80%, with specular around 5% and roughness set to taste. Also most plastics (especially injection nylon) require SSS. I find in Modo, the best way to get a nice effect is set diffuse low (sometimes to 0%) and just rely on the SSS value, color, and depth settings. Use Front Weighting to help compensate for lack of backlighting... keep those tests coming!

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Old 29th June 2008, 10:39   #47 (permalink)
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Thanks for the advise - a couple of more tries - no more time now, will have to play later. Added sss and also some transparancy, turned off defuse and added a second light behind the model. The difference between the dark and light green is the blend mode (dark is normal and light is burn). Too many options in modo Looking forward to getting to the shader tree chapter....
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Old 29th June 2008, 16:20   #48 (permalink)
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much improved!
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Old 30th June 2008, 09:36   #49 (permalink)
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Thanks, it is quite supprising what major change just a couple of small alterations can make - I am sure it will all make sence ... one day.
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Old 30th June 2008, 16:07   #50 (permalink)
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Back again

One thing learnt from todays play is that if I import from moi and then copy it to a new mesh I loose the smoothness of the model. I guess that there is information in the file about how one face will blend into another ? In the past I hadn't noticed this and was bringing in much higher density models than I now think I need. In moi I've started to read the instructions - and it is even more fun than before ! (I wonder if that applies to other things...)

Some splodgyness (is that even a word ?) in the gap between the mouse and its buttons I could not remove - but that is for another day
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Old 30th June 2008, 16:17   #51 (permalink)
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Hah, just saw this over at the MoI forum too. Now I know, you are really 'rampackwobble'

or...

are you are?



Just going back over the posts and missed this one, sorry.

The groan was about the "Pixare" comment

I am RamPackWobble - and still have my zx81 somewhere abouts I was going to ask Thomas to change "are" to "RamPackWobble" and still might ....

I am also known as Alan and sometimes Dad (In fact it was not untill I got to school that I found out my name was not "Alanstopthat" as my Mum used to call me )
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Old 30th June 2008, 19:36   #52 (permalink)
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...if I import from moi and then copy it to a new mesh I loose the smoothness of the model...
Hello alanstopthat. If you copy/paste the polygons into a new mesh, it doesn't transfer the vertex normal map. You have to duplicate the mesh instead.

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...Some splodgyness (is that even a word ?) in the gap between the mouse and its buttons...
You need to adjust the antialiasing. I used to have this same problem when rendering my Rhino models. If you have very small fillets (as you do) then Modo does not handle this as well as some other engines (Brazil is extremely good). Try this :
  • 64 pixels Gaussian filter
  • .1 shading rate (meaning each pixel is divided 10 times)
  • 5% threshold (only the 5% most contrasted pixels will be affected)
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Old 30th June 2008, 20:23   #53 (permalink)
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Just going back over the posts and missed this one, sorry.

The groan was about the "Pixare" comment

I am RamPackWobble - and still have my zx81 somewhere abouts I was going to ask Thomas to change "are" to "RamPackWobble" and still might ....

I am also known as Alan and sometimes Dad (In fact it was not untill I got to school that I found out my name was not "Alanstopthat" as my Mum used to call me )
Hey, I was know as tonystopthat. Perhaps we are related



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Back again

One thing learnt from todays play is that if I import from moi and then copy it to a new mesh I loose the smoothness of the model. I guess that there is information in the file about how one face will blend into another ? In the past I hadn't noticed this and was bringing in much higher density models than I now think I need. In moi I've started to read the instructions - and it is even more fun than before ! (I wonder if that applies to other things...)

Some splodgyness (is that even a word ?) in the gap between the mouse and its buttons I could not remove - but that is for another day
You may have already checked this but do you have inactive meshes set to flat shade? It has exactly the same visual effect as in your grab.

Here's a quick sweep in MoI, exported as LWO, imported into modo. The one on the left is the original, the one on the right is a copy and paste into a new mesh. Both look the same to me when they are active.

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Old 30th June 2008, 22:09   #54 (permalink)
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Hi and thanks again.

Re copy into new mesh - just had a quick try and some things copy smooth and some come across faceted (correct term ?). It also appears to make a difference if you "item" copy or "Polygon" copy... too late for any more - will have another look tomorrow.

ps Moi V2 beta out this week ?
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