Jump to content
3DCoat Forums

Redbeer

Member
  • Posts

    7
  • Joined

  • Last visited

Redbeer's Achievements

Newbie

Newbie (1/11)

0

Reputation

  1. Well, I sort of got it working. I found that the choice I was making, voxel primitive, didn't seem to work, no matter whether 3D-coat was opened, closed, whatever, even though all I had open in blender was the default cube. It will export the .obj, but nothing shows up in 3D-Coat if you make that choice. If I choose pixel painting, it works well though. Do I have to clear the model out of the folder to export another model? I also couldn't seem to get it to work completely with other voxel settings, and the scaling of the object in 3D-Coat seems to vary with what choice you make for export, which seemed weird, should be the same .obj I would think.
  2. Is there a way to get this to work? I've tried both the default add-on, and this one, on both Windows 7 and Mac, and neither one of them do what I thought it would do. It does export the model to the directory I selected, but it does NOT launch 3d-coat. Am I missing some sort of setting that needs to be changed in 3d-coat itself?
  3. You should just take a flight to Mexico and cross the border illegally. It seems it is FAR easier than getting a Visa these days. Pretty sad, we have "many millions" of new illegal immigrants every single year in the US, with about a 10% return/enforcement rate, and yet an upstanding and successful business man from the international community can't get permission to enter the country for a few days. The real sad part is this is my and many others, tax dollars at work. Sorry to hear you got denied.
  4. Thanks. This brings up a good point too, automatic and radius/offset adjustable chamfer and/or fillet on the box/cube, and the end caps for the ngon, cylinder, tube, and gear would be a nice addition as well.
  5. First of all, I'd like to say that this is a great program. One of the coolest new programs I've purchased in the last 5 years. You've done a really excellent job on this program Andrew! Having used the Alpha for a few months (and I just purchased the upgrade to 3.0 today), I've thought of a few ideas for additions to existing tools, and some "new" stuff as well. 1) In the voxel primitives, I'd like to see an adjustable revolution "range" for the circle/curve based primitives (sphere, capsule, cone, cylinder, ngon, gear (and maybe ellipse too). What I mean is, I want the ability to limit the total angle that these primitives are swept out at, so, as an example, if I choose a sphere, I can adjust the amount of revolution angle to make a "wedge cutout" of the sphere quickly and automatically, (envision a 3D Pac-Man shape). I'd also like to see the addition of a torus with a similar "partial rotation" adjustment before I commit to the voxels. The torus would help with creation of non closed earings, chain links, etc. Seems like some options that shouldn't be overly difficult to add, but add a lot of utility to the primitives if you want to start in 3DCoat from scratch. Assembling/adding stuff with voxel primitives is actually a big reason I bought into the program. I realize some of this can be accomplished with booleans, screen based cutouts, importing geometry, etc., but it would be a lot easier and more flexible (while also more precise) to just change a number or a slider for "angle of sweep rotation". 2) For a new feature, since we have cloth, why not a quick "fluid" simulation? I realize that fluids can be tedious and computation intensive, but even just something to get a "starting point" for water splashing over or into an object might be kind of cool. I'm thinking of something where I could pour voxels over an object and stop the simulation at a certain point, then sculpt in the higher level details. Would be nice for wave scenes, mud on a surface, heavy rain, etc. Even something where I could pour voxels into a "box" and stop the simulation on a particular "wave" of fluid, then delete what I don't need/sculpt details into what I want to keep. Or something where I can drop an object "into" a fluid box, and capture a snapshot of the splashes. This could also be configured as a softbody tool, where I could configure the voxels to "stick together" (raise the viscosity/internal friction), and get a ball to fall and turn flat on a hard surface, without falling apart. It would probably save a lot of sculpting to make natural looking rock deformations and a multitude of other things. This is certainly a feature that none of the existing hi-res sculpting/modeling packages have. It might be a neat selling/marketing point as well if you can pull it off well. 3) Some sort of "noise" modifiers for voxel surfaces. For instance, say I want to create a relatively flat cube (like a terrain, but it has more use than that), but I want to quickly create some "random noise" (perlin, fractal, simplex, wavelet) on a particular portion of a voxel surface without having to brush/draw it on the voxel surface. Make it box/lasso selectable for the area you want to affect, then an interactive representation of the changes to the surface as I "dial it in". I realize I can import an alpha and draw it, but I'd like some numerical/slider configurations in the voxel room, on the fly, so I can make visual adjustments as I go. It would open up a lot of potential for strange artistic affects in addition to making the voxel ---> quadrangulate feature a decent terrain generator. 4) Macros/scripting. It would be nice to be able to save repetitive operations into a macro, or even better, get some access to the tools and/or mesh/voxel operation internals with scripting (python or something, it doesn't much matter to me, as once you learn "to script" it's just different syntax). This way I could write my own tools and functions. Just some ideas for point updates and or Version 4.
×
×
  • Create New...