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About AbnRanger

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  1. That's why I keep saying I HAVE evaluated the software...and more than once. What part of that is so difficult to understand? I've evaluated it the same as people who evaluate 3D Coat and go back to using ZB. They are comfortable using it, and I am more comfortable using 3D Coat. Is that so hard to understand? Your negative assertions about 3D Coat's brushes, if based on feel alone, have no merit. I'll repeat again, A LOT OF WORK WAS DONE....roughly a month or so...PRIOR TO 4.1, ON THE BRUSHES ALONE! Artman spent a lot of time with Andrew for this very purpose. Yet you are still going to sit here and bash 3D Coat, regardless. Brush FEEL improved dramatically, and Artman + Beat Kitno both mentioned how in some cases, they prefer 3D Coat's brushes over ZB. And yes, you can indeed show differences in brush behavior from one toolset to the next. I could easily show how the Surface mode brushes are vastly superior to the Voxel Brushes, and it isn't about feel, even though that too is a consideration. So, once more, take some time to screen record these vast differences in Brush behavior between ZBrush and 3D Coat. If there is ANY legitimacy to your claims, you can show it. For example.... "If I want to block out the major contours in ZBrush, I can use X,y, z to do this...but in 3D Coat, there is no equivalent. I've tried to tweak the brush settings, different draw modes, stylus pressure settings, tapering, etc. and I just cannot find a brush like this that blends these strokes the way it does in ZBrush." If I am wrong, then Andrew can use your demonstration TO FIX IT.
  2. After much deliberation, I've decided to sell my license of Thea Render. It's a bundle, much like Octane requires the standalone app (3ds Max plugin + Thea Studio). They also have plugins for C4D, Blender (which is free), Rhino, Form-Z and Sketchup. I haven't yet seen a renderer faster than Thea. I've even tested Redshift inside 3ds Max, didn't notice any tangible speed difference and personally think Thea, because it is an unbiased, physically based engine (has a biased engine as well), looks better straight away, than Redshift, which is biased only. Thea's Presto engine uses every single bit of computing juice your computer has. GPU + CPU simultaneously. The CPU computation uses Intel's Embree raytracing kernel. This feature sets it apart from other GPU-based render engines. The main reason I'm selling it is because I'm switching to Modo, and there is no Thea plugin for it. I'm asking $300 for the bundle. It currently costs $434USD on their website. Please send a PM if interested. https://www.thearender.com/site/index.php/news/edition-1-5.html https://www.thearender.com/site/index.php/products/thea-for-3dsmax.html
  3. You may prefer to hit the E key to bring up the E-Panel and select a shape draw mode, like the freeform lasso, rather than a brush, to make your selections
  4. I've often said that if people think something is really missing between ZBrush and 3D Coat, the best way to get that resolved isn't to fuss about it on here, but to sit down and screen record the disparity in how one behaves during a stroke and the other. If there is a difference in how the brush behaves during a stroke, one can easily demonstrate that difference. For example, if a "ClayBuildup" brush in ZBrush blends with other strokes more naturally than the counterpart in 3D Coat does, then that is something that can be shown visually. If it's just a matter of "feel" then there really isn't much difference, after all. They (most surface brushes since the work done between Artman and Andrew, prior to the 4.1 release) "feel" great to me, and I have tried ZB and used MB quite a bit. The sheer volume of brushes and tools + modifications one can make to a brush, simply outclasses Mudbox's. The fact of the matter is, 3D Coat is a hell of lot better sculpting application than most people, even people here, give it credit for. The reason for that is largely because they don't see this brush or that brush, they are used to in ZB, right away and they just give up and stop trying to use 3D Coat. So they base their opinions on a very scant evaluation. They also are comfortable with how ZB steps up and down in subdivision, and don't fully understand how the equivalent in 3D Coat works. I've heard people complain that 3D Coat doesn't have Polygroups and that is supposed to be another major negative. But the truth is, they don't yet know 3D Coat well enough to realize that much of that same functionality already exists in 3D Coat. It's just not packaged as one defined toolset. 3D Coat uses a collection of different tools to do many of the same tasks ZB users would use polygroups for.
  5. ...Remember, with the PLANE or On Plane optioned tools, once you've selected the plane, you can walk it forward or backwards (along the local axis of the plane) by using the "+" or "-" keys on your Number Pad. If it pushes too far with each increment, you can adjust the MOVEMENT STEP parameter at the bottom of the Tool Options panel, to increase or decrease how far it moves with each tap of you hotkey.
  6. Couple different techniques you could try. Use the Spline Stroke draw mode in the E-Panel to create strokes along the edges, and use the PINCH tool. The Pinch tool has a little indent, by default. Setting DEPTH to 0 just pinches. Doesn't indent or crease outward. But if you wanted it to crease outward just a bit, you could bump the depth value up a little and check INVERTTOOL (action) in the Tool bar, or hold down CTRL key while hitting the ENTER key to commit the pinch action. You could also use the Pose tool to select just the surface area, like the top of the cube, with just a little bleed over the edge, and in the Tool Options panel, choose TO MAIN AXIS so it will scale perfectly along the local normal, and scale along that axis, on your transform gizmo...which will flatten that surface area and give you perfectly sharp edges. You could also use the Plane tool to quickly shave the same surface area, till you have perfectly sharp edges. Another option you might consider is quickly running Auto-Retopo on your model > in the Retopo room, hide the voxel object > turn Auto-Snapping off (Top of the UI) and use the modeling tools there to edit the poly model. If you like the result, step back into the Sculpt workspace > go to the GEOMETRY menu > Retopo Mesh to Sculpt Mesh. It should drop it into a new child layer of the one your currently have selected. So, that's a quick and easy way to step into a polymodeling environment to make those edits and convert back to voxels. But, the PLANE tool is probably the fastest and easiest way to do it. You can stay in Surface mode and choose the FLATTEN Brush, and in the Toolbar (above the viewport) there is an "On Plane" option that basically gives you the same functionality as the PLANE tool in Voxel mode.
  7. ...You made the complaint. I've used 3D Coat long enough to know that to a large degree, your complaint is wrong. Again, I HAVE tried ZBrush. You made the claim that there was such a huge disparity that it was a priority to fix something another ZBrush user already worked hard with Andrew to fix, prior to 4.1. The improvement was so drastic that I now believe 3D Coat has overtaken Mudbox for the No.2 spot in digital sculpting. That is no small feat, as Mudbox had been highly regarded before AD decided to let it die a slow death. And yes, I have experience with Mudbox. I liked it. My challenge was actually quite objective. I want to use your demonstration and mine to help make a point...not simply to win an argument. I disagree with your assessment and suspect you are making boisterous comments with insufficient experience to do so. Only one way to find out, conclusively.
  8. There are plenty of things on the To Do list, and users who just like to come here and bash the application aren't helping matters. Case in point, you bash the sculpting brushes as being totally inferior to Zbrush and needing of a revamp...rather than adding things that are completely missing. Like Sculpt layers. So, I asked you to show us a demonstration of this disparity between the ZBrush brushes and 3D Coat's. You wouldn't do it and instead resorted to insults and adolescent "Go learn ZBrush and get back to me" comments. You made the complaints. Not me. Thus it is your burden to prove there is such a large disparity. All you had/have to do is show an example to back up your assertions. You were too afraid to. Fine. In this case, there is a conflict and Andrew chose to remedy that conflict by inactivating the CTRL function only when depth is disabled. It makes sense regardless if you are a developer or a user. Your platitudes about UI/UX theory is quite comical. I'm sure Andrew has a lot greater understanding on that subject than you do.
  9. It's logical in the sense that the average user is not going to try ERASE COLOR and INVERT SCUPLT at the same time. If they want to erase just color, they are first going to disable the depth channel. The is no inconsistency. You don't implement consistency just for consistency's sake. Not when it creates a conflict. But if you like to look at things from a "glass half-empty" perspective, you'll find fault in it.
  10. Please take a quick minute to send this request to Andrew. I've asked, as have others, about this. I think it's a very difficult task for him architecturally speaking, but it needs to get done. The more people who ask and remind him of it, the more he is aware of it's importance. There are so many situations where it is needed. I'll ask him again, too, but the more the better.
  11. Have you tried hiding all the paint layers until you've isolate the one that may be causing this? One of them may have residual glossiness or metalness on it or something? Once you find which layer it is on, you can reduce the opacity of each channel, on that layer, there in the Layer panel. That's my guess.
  12. ...if so, you can remove the image map that has it on it, in the Smart Materials editor
  13. The Smart material has the text embedded in it?
  14. Here is a video showing that, but how you can quickly make the images from it a smart material http://www.screencast.com/t/KTTxKdtN