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ozelon sketckbook

ozelonozelon Posts: 24
Lawnmower Man (or Woman)

Hi guys, I’m slowly learning medium. Had it for a week but didn’t get a long enough stretch of time to complete anything. Here are my first test sculpts. Upload unfortunately won’t work as I’m not in the US.

As a long term zbrush user I have to say that I’m blown away by the possibilities VR and in specific medium opens up for sculpting.

Even this first version of medium has significant advantages over Zbrush or mudbox.

Anyway, feedback and comments are very welcome.

Cheers.

Comments

  • cyberealitycybereality Posts: 19,614 Oculus Staff
    That's great!
  • FrozenPeaFrozenPea Posts: 1,727 Valuable Player
    The Upload feature should be working for everyone now :)

    Great work! I really like your creature sculpt, I'm currently working on my own monster type thing at the moment! 
  • ozelonozelon Posts: 24
    Lawnmower Man (or Woman)
    Thanks guys,
    I will try the upload again later today. 

    FrozenPea said:
    The Upload feature should be working for everyone now :)

    Great work! I really like your creature sculpt, I'm currently working on my own monster type thing at the moment! 
    I'll check it out one you posted it!
  • FrozenPeaFrozenPea Posts: 1,727 Valuable Player
    Really amazing sculpt man!

    Glad it's not just me then!  :D
    Stuff always looks better in VR than in Zbrush once exported 

    What do you do to it in Zbrush?

  • P3nT4gR4mP3nT4gR4m Posts: 406 Poster of the Week
    First off - Siiiiiick!

    In relation to your cons points:

    "Posing anything is very painful without masking to rotate or translate"

    Totally agree that masking is something I'd like but, in the meantime, I've found a surprisingly fast pose workflow using the cut tool on the joints. Ordinarily (in flatscreen) this would be a nightmare of a thing to put back together (even thinking about it is giving me the heebies) but I find in Medium, even if I'm working at fine detail level, "gluing" a split back together and tidying it up is pretty much effortless.

    "Layer management becomes tedious when having more than 10. Especially when trying to pose something as you have to create layers to be able to do so."

    Very this! Naming, ordering and grouping are desperately required. Arsing about with layers currently accounts for a significant percentage of my sculpt time and is generally quite a teeth-grindy experience.

    "Stuff always looks better in VR than in Zbrush once exported" 

    Can't speak for zbrush but my stuff looks better in blender, just cos I can do proper multi-source lighting and PBR.

    "I wish alphas were supported for sculpting as well as painting"

    Yes. Inflate/deflate through an alpha would almost make Medium a zbrush beater all on it's own

    "Brush size manipulation should work similar to the saturation slider in the color picker and go beyond current max size. This becomes especially apparent at “higher resolution”

    The devs have addressed this and unfortunately it's a performance limitation, unique to the voxel environment Medium uses. They've said they're looking at ways to deal but I get the impression we're waiting on someone on the team having a eureka moment so we might be stuck with this for a while.
  • ozelonozelon Posts: 24
    Lawnmower Man (or Woman)

    Thanks guys! I really appreciate your feedback and your tech reply/input.

     I agree that posing cut layers feels very natural in VR but what I’m missing is a soft falloff.

     Also, I maxed out my layer count many times in the process of making this. And I think the worst part was that after cutting the layer was added on at the bottom of the list. In order to merge them back together I have scroll all the way down which doesn’t seem like a big deal but if you cut something from one of the top most layers it gets annoying after a while.

     A cut layer should go right underneath the “parent” layer from my point of view.

     Also sometimes the cut tool isn’t long enough to cut through certain things. In which case posing becomes impossible?

    Stuff looking worse in Zbrush was somewhat of a joke. I think due to the lower resolution of the rift I didn't realise that I was missing detail in many areas. It’s really my fault of not putting it there in first place. However it didn’t seem to be necessary while looking at it in VR. It became a lot more apparent once in Zbrush.
    Also I put much more time into his right boot than the left. The one that is hidden behind the rat. It didn’t occur to me in VR that I wouldn’t really see that in a render.
    I mark this down to learning to work in VR and making the right decisions in the progress.

     I thought that the smooth strength was limited by tech does that apply to brush radius as well? That’d be unfortunate.

    I also wanted to mention in my wish list above that stamp size is unfortunately limited. I wanted to use stamps for the iron gate pattern but I couldn’t make the stamp big enough. Therefore I had to clone layers instead.

  • P3nT4gR4mP3nT4gR4m Posts: 406 Poster of the Week
    " Also sometimes the cut tool isn’t long enough to cut through certain things. In which case posing becomes impossible?"

    Yeah, only way around is to clone and then delete alernate parts but this is a cheap workaround and you will feel hollow and kinda dirty for a couple of days after. 

    "I thought that the smooth strength was limited by tech does that apply to brush radius as well? That’d be unfortunate.

    I also wanted to mention in my wish list above that stamp size is unfortunately limited. I wanted to use stamps for the iron gate pattern but I couldn’t make the stamp big enough. Therefore I had to clone layers instead."

    With polygon 3d it's got to store a bunch of vertices and the engine blasts in the polygons between them, with voxels it's a 3 dimensional matrix. Everything you can see is stored as an individual value. It's memory intensive as hell. My workaround is to max the stamp-size (this will always get you the highest detail available for the stamp) and stick it on a separate layer. The layer can then be stretched independently of the rest (both grab buttons + layer-mode) so you can blow it up to the size you need. You'll lose detail in doing so but you can always sculpt that back in. 


  • ozelonozelon Posts: 24
    Lawnmower Man (or Woman)
    I shared that second sculpt here in case anyone is interested in checking it out. I will share more stuff in the future.

    https://www.oculus.com/medium/artists/ozelon/

    @P3nT4gR4m: congrats to the poster of the week trophy :P
    Also thanks for the voxel explanation, makes sense. I used the method you described for increasing stamp sizes however if you want to make many copies of the same item it becomes a very tedious process in comparison to using a stamp the regular way.

    I mean all of these issues are minor if you consider that this is the first version of the software. Let's just hope that the Medium team has as much fun continuing development as we have using the software.


  • P3nT4gR4mP3nT4gR4m Posts: 406 Poster of the Week
    ozelon said:

    I mean all of these issues are minor if you consider that this is the first version of the software. Let's just hope that the Medium team has as much fun continuing development as we have using the software.


    Totally this! Anyone complaining cos Medium hasn't got all the stuff Zbrush has would do well to remember that 20 years and a couple of million man hours ago neither did Zbrush. Also Medium didn't kill Sculptris so they'll always have that over Pixologic in my book.
  • P3nT4gR4mP3nT4gR4m Posts: 406 Poster of the Week
    That sculpt is ludicrous. I am in awe! What's the deal with clothing? I guess you have to study that, just like with anatomy? So much to learn here. Hope I'm alive long enough to pull it off.


  • ozelonozelon Posts: 24
    Lawnmower Man (or Woman)
    Ha, thanks!

    Yes clothing is quite a learning curve. Different fabrics follow different rules.
    These days a lot of CG productions simulate highres clothing in Marvelous Designer. You have to think like a tailor rather than a sculptor and it's no fun imo, slow and tedious. It's one way to learn about cloth behavior and structure though.

    Oh and by the way I uploaded that scene to my gallery in case anyone wants to see it in Medium.
    https://www.oculus.com/medium/artists/ozelon/
  • ozelonozelon Posts: 24
    Lawnmower Man (or Woman)
    After a week off on vacation I got back to sculpting. Here it is, feedback is very welcome.

    One mistake I made which I realized after compositing is that all the glow is too bright moves too much into focus.
    Also the orange glow and orange robot pieces are too close in color I guess...

     

    Some medium things I have to add to my wishlist
    - when turning the sun all the way down the tools aren't lit... that is somewhat hard to work with.
    - hiding everything but current layer would be amazing
    - tool trigger curve is still really hard to work with when painting. I wish I could more easily paint with different opacity. 
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