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View Full Version : GoZ and GoCoat - Forging on Lightwave



silviotoledo
09-24-2010, 11:18 AM
I'm Glad to know 3D Coat will have a lightwave Link Soon.

Actualy it works very well with LWO, so I'm suggesting this pipeline:

1) Pose your bones in Layout in pose zero. As example rotate arm 90 degrees.
2) Save transformed object ( with sub-d zero )
3) Open in 3D Coat and sculpt muscles, veins, corrections, save as LWO
4) replace the object in Layout, desactive bone and press " r "
This will make the rest position to match the posed arm.
Once bones are activated, rotate -90 degrees back the arm and save the object as another one.
5) Use background Conform in Modeler to recreate the morph in the main object.

So we get a corrective morph that works fine, and willl have additive details in maps to link to the bones!


Couldn't Newtek work together with 3D Coat to AUTOMATE this pipeline?

silviotoledo
09-24-2010, 11:26 AM
Another variation of this tech....

1) Export the bone-posed model
2) Sculpt the corrections
3) Save data as Displacement Map - No need to turn bone back in Layout
4) Associate displacement to bone as driven key ( script discussed in another thread )
or, just displace the object in layout and save as endomorph.

silviotoledo
09-24-2010, 12:10 PM
http://i13.photobucket.com/albums/a293/silviotoledo/A-0001.jpg
http://i13.photobucket.com/albums/a293/silviotoledo/A-0025.jpg

Second pipeline works nicelly! See.
http://i13.photobucket.com/albums/a293/silviotoledo/th_Goz-1.jpg (http://s13.photobucket.com/albums/a293/silviotoledo/?action=view&current=Goz-1.mp4)

silviotoledo
09-24-2010, 12:23 PM
and here the files

silviotoledo
09-24-2010, 12:29 PM
The cool thing is that UV coordinates prevent us to need to turn bone back.

Also, we can use the displacement map to generate an endomorph, with save transformed option.

So, it's a cool pipeline to create corrective morphs using zbrush or 3d coat

crashnburn
09-24-2010, 01:35 PM
Cool, would you recommend 3D coat over ZBrush for instance for character work/basic sculpting etc where the bulk of the modelling is done in Lightwave than ported elsewhere for final details?

Revanto
09-24-2010, 07:42 PM
I own both Zbrush and 3d Coat. Zbrush is better for sculpting, in my opinion, because it's more solid and clean in the process. 3d Coat seems rough in its process.

However, in regards to retopology, I find 3d coat to be more friendly as it has the better tools. Zbrush can be clunky with regards to retopo.

That being said, both programs have their good points. I'm glad I own both.

Revanto :p

silviotoledo
03-17-2011, 10:19 AM
yeah, Z brush is better for sculpting, but Coat is better for painting and more integrated with lightwave.

Anyway I would recomend MODO, if it has bones to pose, hehehe. Cool sculpting tools there wich works on " layout" viewport.

This tech is a way to have sculpting in layout to create corrective morphs and displacement animation for muscles.


I'm just waiting someone do this process in ONE CLICK so we will have realtime feedback.

RebelHill
03-17-2011, 11:06 AM
I'm Glad to know 3D Coat will have a lightwave Link Soon.

Actualy it works very well with LWO, so I'm suggesting this pipeline:

1) Pose your bones in Layout in pose zero. As example rotate arm 90 degrees.
2) Save transformed object ( with sub-d zero )
3) Open in 3D Coat and sculpt muscles, veins, corrections, save as LWO
4) replace the object in Layout, desactive bone and press " r "
This will make the rest position to match the posed arm.
Once bones are activated, rotate -90 degrees back the arm and save the object as another one.
5) Use background Conform in Modeler to recreate the morph in the main object.

So we get a corrective morph that works fine, and willl have additive details in maps to link to the bones!


Couldn't Newtek work together with 3D Coat to AUTOMATE this pipeline?

Morf correction doesnt work in LW... neither will this way of trying to do it.

silviotoledo
03-19-2011, 10:59 AM
Well. it use to work in another packages, why not in LW?

Something related to the displacement and morph order?

http://i13.photobucket.com/albums/a293/silviotoledo/FORUNS/th_HAND-02.jpg (http://s13.photobucket.com/albums/a293/silviotoledo/FORUNS/?action=view&current=HAND-02.mp4)


This was my old test using maps and morphs driven by bones