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Stanley

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  1. Wundervoll; this sounds like a great event. Thanks for sharing the enticing presentation info, Taros.
  2. Update: The newly-released 1.0.1 version vastly improves the application's navigation system. Pinch to zoom, two fingers to pan, three fingers to rotate. A decent way to get yer daily voxel-ish fix. http://itunes.apple.com/WebObjects/MZStore...re?id=322829690
  3. Thanks for the info, philnolan3d. Just picked up a copy. SculptMaster 3D performs well on my iPhone 3GS, but suffers from awkward navigation limitations. I keep expecting it to work in a manner similar to the puzzle game Zen Bound, which employs natural multi-touch controls. In this application, such gestures just dribble extra voxels into space. Zooming doesn't appear to be available, either. SculptMaster 3D draws a rather blocky approximation of each stroke and etching in real time, then smoothes everything out upon completion. It's an interesting technology demonstration, but not terribly practical at this stage.
  4. Yeah, additional learning material is always helpful. Your sample is pretty cool, nonetheless. Kinda looks like little Nemo encountered some difficulty with a sharp-toothed carnivore there.
  5. Wow, that's an intriguing creature you created, Frozencry. Even at this level of detail, that portobello-endowed fellow conveys a great deal of character.
  6. Good observations, hannibal. Also, every release of 3D-Coat appears to consume a great deal of CPU time, even when sitting idle in the background. And despite its apparent multi-core optimization, I've yet to see the application harness more than one processor. 3D-Coat running quietly in the background with no documents open on Mac OS X 10.5.7:
  7. Very fine craftsmanship, Giuseppe! Impressive underlying mesh structure and finely articulated surface details. Plus, it appears you're well-versed in the Unix/Linux philosophy of chaining various specialized utilities together for a modular, individualized workflow. Jumping around as you employ the right tool for the job isn't easy, but you've certainly managed the prospect quite well. Nice work!
  8. Wacom Intuos4 is an excellent graphics tablet worth considering: http://www.wacom.com/intuos/
  9. Nice detail with the razor sharp teeth and straining jaws, Giuseppe. The rest of the body could use some slimming, as the shoulders, chest, and arm regions look a bit jellylike and bulbous at this stage.
  10. Amazing voxel design, Pedro! It's humbling to see how you've crafted something of this calibre so quickly. The realistic shaping of the lips and fine creases around the eye sockets are particularly impressive.
  11. Interesting shape and organic form of the skull structure. You're right, the aggressive texturing hides some of the topology, obscuring some of its details.
  12. I'm afraid I don't understand your question, but would suggest you take a look at the Objects, VoxTree, and Layers palettes for potential options to hide objects selectively.
  13. I suspect that an edited shader source file can't be easily repaired and brought to its original state. But maybe there's a way to modify its XML properties to clean it up a bit: 3D-Coat/Shaders/Custom/PicMat_Clay/Variables.xml Your suggestion about making obscure shader details more apparent sounds like a good idea.
  14. Very impressive experiments, LJB! The precision of the carving and subtle indentations around the jawline look great. Even better than a medical imaging scan. The pronounced pinching around the edges of the nasal cavity might be bit heavy, but that could be a result of your voxel resolution. Nicely done!
  15. Wow, your sculpting work is remarkable, Dimsane! These samples demonstrate a natural representation of heft and delicate surface tension. Given your skill and aesthetic sensibility, I bet you're able to clearly envision the completed sculpture mentally before even starting a project. Which could help explain how you're so fast!
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