![]() So they generally have a focus in them for dicing up polygons to make enough of them so that things look like they are smooth.įrom what you described you would probably want to go with 3D-Coat. Well, the whole purpose of these sculpting programs is to produce an organic looking shape, and organic objects are made up of smooth looking surfaces. > stl surface as a michinable surface trying to replicate smooth stuff. > what is the quality, or do I have control of the quality of the resulting > add some texture to one of the surfaces in 3dcoat and export as stl, I am new to Zbrush and am having a hard time figuring this one out. I am exporting as an obj and it look great until the increase in subdivisions. > SO a question would be: If I make a nice NURBS model in MoI, then Does anyone use MakeHuman in their workflow If so I am trying to figure out how to stop the gap between the head and the body when going up in subdivisions. In some cases you are working directly with polygons, so you have a really high density polygon soup that then has the polygons modified.ģD Coat's voxel editing mode does have something where you convert from voxels to sub-d surfaces I think, and then you can probably adjust the density of the final output polygons created from the sub-d smoothing process. > Can these packages control the poly dicing the way that MoI Can? SO a question would be: If I make a nice NURBS model in MoI, then add some texture to one of the surfaces in 3dcoat and export as stl, what is the quality, or do I have control of the quality of the resulting stl surface as a michinable surface trying to replicate smooth stuff. I've seen an STL produce good results from Shapeways with my MoI model, but.Thats MoI and a different process of printing. (Most likely will just need to learn how to dice it up with the program).Thats probably the main aspect of my purchase with it.If the STL wil be a good result for machining. Can these packages control the poly dicing the way that MoI Can? or is the STL going to be basic faceted. I suppose I should load the demo, but I think I read that the demos dont save anything. (The next revolution: Sculptris for NURBS!!! Can you imagine seeing a car drive down the raod with warts and snakes all over it? Buwahahaha!) My CAM package doesnt work with OBJ and I dont want to have to start trying to convert poly's to NURBS. While compiling the list of the most feature-rich programs, I checked whether they have templates, are capable of. It outputs the result as "STL" which my CAM package can import and toolpath. ![]() ![]() The 3d coat will most likely be my choice. Create effects that would normally be just a bump map to render, but now actual "geometry" I can toolpath. SO something like make a box with lid and then scribble around on the top of the lid. I am interseted in the organic addition to some mechanical models. Im a ZBrush user and Im now using almost exclusively Makehuman to create and pose base meshes for my characters. It kindof sounds like they are basically similar with regard to sculpting. Thanks for all the info.Thanks frenchy for laying that out. (this can be make inside Zbrush too with the crazzy sytem of Zphere + Zketch)īy Dan Crossland with (Maya low poly) refine Zbrush PS In general artists make first a box modeling low poly in their polys favorite prog then refine it inside Zbrush So I know them and theirs users and theirs conceptors )Īs I said above, for using polygons (organic models )you must have artist's feeling!Īnybody can't sculpt this without knowlege of anatomy )Īnd after if the UI is some hard it's not very easy, you must be "hooked" by a prog!Īnd after maybe 5 years minimum (if you are gifted) to feel good with it and make anything you want ) I have translated, Zbrush, 3D Coat, Sculptris, and many plugs of Sketchup :) Overall, this tool is a great solution for someone who is interested in creating their own 3D models.Are you expert ( daily use ) in polygon modeling software today ? These file formats can be opened in software programs like Blender or Collada. You can export your model creations in formats like DAE, MHX, STL, and OBJ. Use the two quick buttons to zoom away to a world view or zoom in to a closer face view. Optimized for subdivision, Mudbox and Zbrush.Since the first release, makehuman uses a unique mesh, that has evolved through successive releases, incorporating community feedback and the result of studies and experimentation. There are multiple things which you can do in this app such as adding your human’s age, gender or you can even look at the small details like the eye characteristics. This tool is used for making the details you want so the human you are designing looks the way you like. MakeHuman includes a lot of textures and elements which you can use. Once the installation has finished and the program is opened, the interface will display on the screen. The installation process lasts a rather long time due to all the plugins, textures, and other elements included with the program.
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