Author Topic: MagWeb: Mixed Meshes  (Read 86367 times)

RMS

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Re: MagWeb: Mixed Meshes
« Reply #30 on: January 23, 2012, 07:50:26 PM »
dude that is so amazing...are there booleans in there too? Or is that all extrude/transform?
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MagWeb

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Re: MagWeb: Mixed Meshes
« Reply #31 on: January 23, 2012, 08:32:10 PM »
Sorry, there is only one boolean: I added a sphere to the facescan for I´m no skinhead and hair is very hard to scan.
I´ll examine booleans later.
I'm just a user as you are. Being no Autodesk employee: I do not know where this road will lead to, nor do I claim to've all stuff got right.

RMS

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Re: MagWeb: Mixed Meshes
« Reply #32 on: January 23, 2012, 08:40:52 PM »
no worries, I was just curious. Some of the little piston/hydraulic things, I thought maybe they were added in with booleans...can't figure out how you got those with extrude+transform =)
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MagWeb

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Re: MagWeb: Mixed Meshes
« Reply #33 on: January 29, 2012, 05:28:13 PM »
Just the enemy the Gnome warrior is going to fight.

Again all done in MM except: forcing symmetry (for dragging/dropping parts and transformation does not support symmetry now and I was to lazy to do the same thing twice), adding different materials to the partial objects, rendering.

This time I made a lot of use of dragging and dropping parts (there are about 170 drops on one half)
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RMS

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Re: MagWeb: Mixed Meshes
« Reply #34 on: January 30, 2012, 02:37:01 PM »
aaahhh this is so insanely cool. Awesome that the d-n-d is actually working for you...I have always wondered if that was something people were actually going to find a use for . Clearly the answer is yes =).

Can you give me a sense of how many hours are going into these things? gnome / terminator / dragon?
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hieveryone

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Re: MagWeb: Mixed Meshes
« Reply #35 on: January 30, 2012, 06:39:02 PM »
Really cool, congratz. 8)
Did you used the D'nD method you suggested in the other thread to make the the chain?

MagWeb

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Re: MagWeb: Mixed Meshes
« Reply #36 on: January 30, 2012, 07:10:29 PM »
Thanks,

Yes, the chain was done that way. I didn´t stretch the whole selection of the ring circle but transformed only one half of it though.
Then I dropped this part maybe 8 times and made this result a new part - just to speed up things.

IMO this concept of dropping parts is ideal to get equal details. I even used a tooth part to do the teeth as well. There happened some crashes - think for the dropped elements were a bit to big... Be sure to save frequently

Cann´t say anymore how long I did on the Gnome - and there were tooooo much possibilities to discover, some workflow ideas ended up in an dead end...
The Terminator was done within 24hours - guess about 10 hours in total (including some time to reopen strange files - as reported and fixed)?
The Dragon started last Monday and was finished Sunday evening as a spare time project - guess 3 hours a day > 21 hours in total.
« Last Edit: January 30, 2012, 07:16:19 PM by MagWeb »
I'm just a user as you are. Being no Autodesk employee: I do not know where this road will lead to, nor do I claim to've all stuff got right.

RMS

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Re: MagWeb: Mixed Meshes
« Reply #37 on: February 02, 2012, 11:17:14 AM »
Wow that seems crazy fast to me...although I guess that is because I cannot even imagine getting to that level of skill with sculpting...too busy coding! =)


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Patrick3D

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Re: MagWeb: Mixed Meshes
« Reply #38 on: February 03, 2012, 10:04:15 AM »
How was the bump map/texturing done and did it take you awhile? And would you please screen shot or something the pieces you used, just curious to how you used them to make that.
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MagWeb

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Re: MagWeb: Mixed Meshes
« Reply #39 on: February 04, 2012, 06:29:50 PM »
There´s no bumpmap. All this bumpmap-like looking is real geometry, done using MMs surface brushes.
There´s no texture, only different materials applied on the different partial objects and rendering using AmbientOcclusion (done in a third party app). This was a thing of only a few minutes.
Here are the d&d parts I used to do the dragon. All done in MM using extrusion/transform, smoothing and a few VolBrush strokes.
I'm just a user as you are. Being no Autodesk employee: I do not know where this road will lead to, nor do I claim to've all stuff got right.

MagWeb

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Re: MagWeb: Mixed Meshes
« Reply #40 on: February 16, 2012, 07:33:27 PM »
Finally, this is why this little warrior fights the dragon...

All sculpting done in MM starting from a sphere (AO rendering (image 2 & 3) done in a 3rd party app)
I'm just a user as you are. Being no Autodesk employee: I do not know where this road will lead to, nor do I claim to've all stuff got right.

hieveryone

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Re: MagWeb: Mixed Meshes
« Reply #41 on: February 17, 2012, 09:08:47 AM »
Outstanding! 8) I like the girl ;D;
Also nice work on the details for the column and the floor, very good piece overall. ;)

Did you sculpted her directly in pose or you started doing a t-pose basemesh and sculpted her after posing the base? And how did you managed the pieces without the hide function?
Now that there is the objects selection it's a little easier to deal with parts, but to me it's still a nightmare when I have to work on various elements close to each other...

MagWeb

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Re: MagWeb: Mixed Meshes
« Reply #42 on: February 17, 2012, 01:52:04 PM »
Thanks, glad you like it :)

I sculpted her partially in pose: I started with a d&d dummy to get the rough pose. After rough sculpting out body, arms and legs I cut of hands and head to move them to brush symmetry in a different scene. Done sculpting these parts I imported them back, positioned and stitched them using the zipper and join tool.

Boots, armor,hair aso were extracted/separated/extruded from the body mesh the same way as I did it with the Gnome. The holes in the armor parts were done on the extracted surfaces before extruding them.

Yes, a HideObject and/or GhostObject would be nice, totally agree! (maybe with some "show/hide" icon in the scene browser - similar to Meshlabs layer list). Here I handled this by exporting when I had to work on "covered" areas.
Also to lower the memory load in the scene, I exported all stuff as separate OBJs and loaded only the stuff I needed in the current state of sculpting. (BTW: Wouldn´t a limited number of Undos save resources - not sure)
I'm just a user as you are. Being no Autodesk employee: I do not know where this road will lead to, nor do I claim to've all stuff got right.

hieveryone

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Re: MagWeb: Mixed Meshes
« Reply #43 on: February 17, 2012, 03:38:40 PM »
Quite tricky, but it was totally worth it. Congratz. ;)

About the memory for the undo, if I remember correctly you can change the parameters from the meshmixer.ini on the appdata folder. Maybe it's worth some test.

RMS

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Re: MagWeb: Mixed Meshes
« Reply #44 on: February 17, 2012, 03:43:17 PM »
yea the ini file has a memory limit for undo...I think by default it is 250MB?

Awesome model, again =). I particularly like the hair and feathers. It is interesting to see how you use the individual triangles to make detail in the feathers...
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