WIP section. All about personal works, renderings, WIPs
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 From:  mkdm
8525.12 In reply to 8525.11 
Hi SIRTOM.

Thanks!

- Marco (mkdm)
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 From:  TyRuben
8525.13 
Nice.
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 From:  mkdm
8525.14 
Hi everyone.

Just a little break during daily (rather tedious) Android developing job...

How funny can be Twist results even with a very simple object...

Workflow : Moi3D -> 3DCoat (Painted directly in Paint Room over hi-poly without retopo and UV) -> Affinity Photo

The 3dm file : http://take.ms/0mjn8

The screen Moi's capture :



The final results retouched in Affinity Photo :





Bye!

- Marco (mkdm)
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 From:  Tam (TAMNT)
8525.15 
Hi this is my latest project. Everything was modeled in Moi3d, render in Blender.
Can't upload all of them so here is the link: https://www.artstation.com/artwork/l4aWG
Hope you like this !
Image Attachments:
Size: 607 KB, Downloaded: 47 times, Dimensions: 1119x1080px
Size: 1.8 MB, Downloaded: 34 times, Dimensions: 1920x1485px
Size: 1.3 MB, Downloaded: 26 times, Dimensions: 1920x1399px
Size: 960.2 KB, Downloaded: 43 times, Dimensions: 1920x1080px
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 From:  mkdm
8525.16 In reply to 8525.15 
Hi Tam!

Very cool and interesting.

If I can say a word, I find your renderings a little bit underexposed.
Maybe a little bit more global illumination could give better results.
Only a personal opinion.

Thanks.

- Marco (mkdm)
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 From:  Tam (TAMNT)
8525.17 In reply to 8525.16 
Thank Marco.
I will check that again. Still playing with Cycles these days. Need to make more control on those thing.

Thanks again man !
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 From:  mkdm
8525.18 In reply to 8525.17 
Hi Tam. You're welcome!

Have a nice day

- Marco (mkdm)
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 From:  Frenchy Pilou (PILOU)
8525.19 
Cycle is cool but this one seems also cool! :)

---
Pilou
Is beautiful that please without concept!
My Gallery
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Message 8525.20 deleted 5 Aug 2017 by MKDM

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 From:  mkdm
8525.21 
Hi everyone.

**EDITED POST**

I've spent a couple of hours to find a way to produce very fast, quick and dirty 3d concept art rendering using my current software pipeline.

Actually my aim is to get rid of the whole tedious and so time consuming task of Retopo, UV, Texturing, Export all stuff to external renderer.

All this extra work for me is totally a waste of time when I only want to produce quick renderings of concept models as fast as possible.

In this stage I'm not looking for photorealistic results.

So, after spending some time and searched here and there on forums, especially on 3D-Coat's forum, I have found a workflow that could give me great results
considering all I have said before.

The workflow involves 3D-Coat Vertex painting with PBR shaders.
In this way I can apply shaders directly into the sculpt room over very High-Poly mesh voxels and perform texturing with Smart Materials in Paint Room,
without the need to do Retopo and UV.

For this my very first experiment I have used this workflow :
1) Moi + Rocket3F for creating the base mid-poly mesh
2) Import into 3D-Coat and voxelize the mesh to get a High-Poly mesh
3) 3D-Coat PBR Shaders and Smart materials directly over High-Poly mesh
4) Performing a quick render with 3D-Coat's built in renderer

I will continue to investigate this workflow and also with the alternative PTEX workflow inside 3D-Coat.

This final scene in 3DCoat is 47 Mil polygons.
I made the final composition with Affinity Photo.

Bye!

- Marco (mkdm)
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 From:  mkdm
8525.22 
Hi everyone!

...second case study for a better understanding of this workflow :
Moi3D -> 3D-Coat Voxels -> 3D-Coat PBR Shaders -> 3D-Coat built in renderer

In 3D-Coat I used only PBR shaders without jumpint into Paint Room and without Smart materials (texturing)

I have created all textures for Shaders with Filter Forge 6.

No Retopo, no UV, no export anything outside 3D-Coat.

In 3D-Coat I have only applied some very simple deformation on high-poly voxels using the Build brush and Stencil in Sculpt Room.

Project title : "Nonsense Engine 01"

Final scene in 3D-Coat is about 17 Mil poly.

Total time to complete the whole project, from scratch to final renderings composition, about 3 hours and half.

Image composition and final effects in Affinity Photo.

Here's the base 3dm Moi project : http://take.ms/LZ8Gt

Here's the final result :



Here's the Moi screenshot :



Here's the 3D-Coat project screenshot :



Bye!

Marco (mkdm)
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 From:  amur (STEFAN)
8525.23 
Hi Marco,

interesting. It seems to me that with your fast workflow your are also only
interested in very fast model creation. Have you ever considered to save your
basemesh in MoI as NGon+quads so that you may try to bevel (for difficult fillets
in MoI) in your poly modeler, or have you already tried to use PaQ'S Houdini
round edges method to obtain a much lower poly count, even if todays machines
handle those poly counts easily?

Regards
Stefan

BTW. Your uploaded model file is not a MoI base .3dm, but a 3DCoat final
one.

EDITED: 6 Aug 2017 by STEFAN

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 From:  mkdm
8525.24 In reply to 8525.23 
Hi STEFAN.

@You : "...Your uploaded model file is not a MoI base .3dm, but a 3DCoat final one..."

Ops...you're right :)

Here's the correct 3dm file : http://take.ms/MMjWh

@You : "...It seems to me that with your fast workflow your are also only interested in very fast model creation..."

Yeah! Actually this is exactly my main goal. That is, producing concept models with a super fast workflow, regardless the poly count.
With my "i7-7700K + Overclocked Gtx 1080 Ti" I can manage very high poly count models with a sufficient ease.
Of course its always better to have less poly count but with the particular workflow I'm practicing (3D-Coat Voxels + PBR Shadres)
good results can be achieved only with High-polycount models.

My intention is to investigate this workflow at least for a few more weeks before make a final decision.

For what I'm testing so far this workflow has a super big advantage for me : getting rig of Retopo-UV phase, and this is more than enough for me right now.

Clearly this workflow, based entirely on 3D-Coat, is good only if you don't need photorealistic renderings.
And for fast concept modelling, the overall quality of the 3D-Coat's built in renderer + PBR Shaders is good enough.
And anyway, you can always jump into Paint Room and apply Smart Materials for a more advanced texturing process.
But I will investigate more in depth this aspect later on.

@You : "...Have you ever considered to save your basemesh in MoI as NGon+quads so that you may try to bevel
(for difficult fillets in MoI) in your poly modeler, or have you already tried to use PaQ'S Houdini round edges method to obtain a much lower poly count..."

I'd really like to investigate also this workflow involving Houdini but right now my free time is very limited so I can focus only one aspect at a time.
Furthermore, as I said before, in order to use 3D-Coat's PBR shader I need high-polycount mesh, otherwise I should get bad rendering results.

Anyway, I hope soon or later to investigate also PaQ's round edges workflow.

For what I want to practicing now, the workflow involving Moi + 3D-Coat is very very good.
Especially for modelling of mechanical/hard surface objects.
In this way I can model very fast with Moi because I can totally get rid of fillet issues,
and with 3D-Coat's voxel system I can easily transform the hard surface model into a more natural looking objects,
using sculpting capabilities of 3D-Coat.


Anyway, it's a very funny workflow. And it's almost all it's thanks to the "Gtx 1080 Ti". A true beast.

Bye!

Marco (mkdm)
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 From:  keith1961
8525.25 
I didnt want to start a new thread for this so looked for the most appropriate existing thread. Hope you don't mind. It's a nostalgic post for old Amiga gamers prompted by Sketchfab's new sound feature : https://skfb.ly/6sQ7T

Kickstarter anyone?
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 From:  mkdm
8525.26 In reply to 8525.25 
Hi keith1961.

@You : "...old Amiga..."

Oh...I got a lot of good memories about the Amiga age.
Commodore machines were my very first serious computers since 1985
and I started to play seriously with CG with an Amiga 500!!

IMHO the Commodore Amiga series was the most advanced personal computer of the whole computer science history (also with Sinclair).

But I don't want to start in this thread a discussion about Amiga history :)

Bye.

- Marco (mkdm)
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 From:  keith1961
8525.27 In reply to 8525.22 
Its got an interesting retro quality to it. It would have knocked people socks of in 1997;)
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 From:  mkdm
8525.28 
Hi everyone.

Referring to one of my latest post about the "vintage" Bryce (http://moi3d.com/forum/index.php?webtag=MOI&msg=4446.79)
here's another quick and dirty renders created with Wings3D, Moi, 3D-Coat, Bryce, Affinity Photo.

It's based on this great tutorial by David Brinnen : https://youtu.be/4eWB3KXBuUA

Bye!



- Marco (mkdm)
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 From:  amur (STEFAN)
8525.29 
Hi all,

a little test with my Stanford bunny quad mesh, imported into MoI and then i used Max's subd script
to smooth the mesh.
After that i separated the NURBS patches and saved as .obj again to auto colorize the individual parts
and did an additional toon render pass, to obtain the wireframe look, in Shade3D.



Regards
Stefan

EDITED: 14 Aug 2017 by STEFAN

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 From:  mkdm
8525.30 In reply to 8525.29 
Hi STEFAN.

Cool render.

It's an interesting topic : http://graphics.stanford.edu/data/3Dscanrep/

Bye.

- Marco (mkdm)
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 From:  amur (STEFAN)
8525.31 
Thanks Marco.

Yes, the Stanford repository is well known and the models there are very often used
in scentific works.

Regards
Stefan
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