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rimasson

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Everything posted by rimasson

  1. In the paint room, when you use the tranform / copy tool, you can only move / rotate / scale the transformation. I'd like to have something similar to the photoshop wrap tool, too. Thanks.
  2. I'd like to have this too. Actuall, ZB is the only app able to recreate a subdiv cage.
  3. Here is my problem: I've got a non symetrical reference model I created a new topo on one side desactivated the auto snap (useful feature, thanks) mirrored my model now, i need to match the reference model as close as possible before snapping the mirrored topo and i need an improvement to the move tool : I'd like to be able to move topo along normals. Thanks
  4. They finally rewrote the way displacement is handled to support posing. Vector displacement support looks nice. I'm wondering if you can now grow mushrooms on a model in a single click
  5. i love tour first renrel. It looks ualmost real, with it's hand made imperfections.
  6. I'd really like to have some feedback about 3dc's Ptex support form a guy who used this mapping technique at Disney
  7. The model isn't perfectly smooth, but it's impressive !!!
  8. Multi res and surface tools improvement. auto remeshing improvement.
  9. uniquement si tu utilises renderman pour ton rendu. Sinon... C'est Uvs à tous les étages.
  10. Disney's Ptex paint program seems to work in projection mode, and if i understand, without paint layers unlike in Ps, bodypaint or 3d coat. If ptex is added, i'm wondering if we'll be able to use 3dc paint layers, and ptex local resolution.
  11. The other advantage of using Ptex, is that you can increase Locally (per face) the texture resolution.
  12. I use zbrush because it allow me to import a cage model, sculpt it, then, generate a new cage (and a displacement map), with the same vertice order. I use this workflow since Zbrush 2 was released, in 2004.
  13. The third one has a lot of... character.
  14. Hi Andrew : Thanks for adding primitives I'd like to see in the primitive menu some bending attributes to bend in X or Y ALL the control points. It will speed up the creation.
  15. The edgeflow is messy around the chin imho
  16. I'd like to be able, in UV room, to - select faces in 3d view and hide them - hide connected faces in 3d view - hide faces/islands in the UV view It's tedious actually to hide faces when i unwrap a model with intersecting parts
  17. +1 for me. I miss this option too.
  18. I find a bug in 3.1.08 taht cause 3dc to crash when i unwrap a model. Andrew fixed it. You should wait the next update
  19. Thoughts about the UV tools : some Tools under the mode Tab (add cluster, mark seams, edge loops) and tools under Selected tab are redundant, and dosen't seems to work together : If i mark (or remove) a seam using the mode - edge loop tool, the shell is not separated yet in the Uv window, i have to update island first, however, if i remove a seam in the Uv window, seams on the 3d model are removed. Furthermode, tools under the Mode tab work only in the 3d view, and tools under the selected tab work only in the Uv view. Is it possible to have only 1 set of tool , and to be able to select vertives, edges and faces in the 3d view ? symetry : the symetry seems bo be improved, however, i ran thought an issue : The werewolf model is not centered on the X world axis, and it's almost impossible to set the symetry plane on the center line, so the symetry don't work at allin this case : Mark seams and edge look dosen't work in zymetry. In symetry mode, when the symetry is On, and when i select components, the manipulation gizmo is always centered around the selection (and on the symetry line) I'd like to have the giz centered only on the components i selected (and not between the selected and the mirror selection) i'd like also to be able to move this gizmo : it will be more comfortable, whan i want to rotate faces. The cherry on the cake (french expression) would be to use faloff distance when i manipulate components. On the werewolf model, i recreated the seams in order to have 1 symetrical piece of geometry. I applied ABF unwrap, however, the unwrapped Uv were rotated in the Uv wiev. i tried to rotate the Uvs in order to have a uv shell symetrical without success. Then , i selected the center edge line, i put these edges along a vertical line, but i wasen't able to select a group of faces (and not the entire shell) and to unwrap these faces, in order to relax them. (and tou have relaexe faces arount the center line) is it posible to unwrap using ABF only selected vertices ? bug ; when i'm in island mode, and when i switch to face smode, the selected menu is not updated. I'd like to be able to drag a rectangle or use a lasso to select faces/edges/vertices Finally , un Uv mode, i can't work with my stylus : the only way to change the radius of the brush is with the mousewheel. the ideal option would be to have a hotkey to change the brush radius. (you press the hotkey, change the radius, release the hotkey) Edit : i did some comparisions with a head model between 3dc and Uvlayout. I simply created a seam on the back of the head and unwrapped the model : 3dc unwrap is much better after this unwrap : the mouth socked is nice even stretched, the symetry is not perfect but much better, and the uvs on the eye sockets are not overlapping. I think that i will have more control with Uv layout, but it's merely impressive.
  20. you can already do that. Use the select tool to select some edges, then extrude them.
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