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buqa

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Everything posted by buqa

  1. I think that masking should be universal in the first place. It should work similar (or the same) for voxels, posing, texturing, texture baking, retopo, rendering or whatever. No more "additional tools", more "universal" (or "smart") tools please
  2. If you think for computing, then if Andrew rewrite the core from CUDA to OpenCL, then OpenCL itself will handle multi-GPU support. If you think for displaying, I think it's to necessary, as displaying of trinagles isn't bottleneck of 3D Coat now. As far as I know none of 3D modelers in the market today supports multi-GPU displaying.
  3. But sadly, G is in the middle of the keybord, without any clue around, so it is the key, I would always have to find. These "abbreviation" shortcuts aren't as logical as they seems, because even if you can type with ten fingers, you usually don't know, where the keys are placed, so when you need to press one exact key, you need to look at the keybord. On the oposite side, 3ds max, for example, use "visual" placement for keybort shortcuts, so they aren't connected with the name of command in any way, but they are sorted on keyobord in same order as they are in GUI, so you have Q,W,E,R for Selection, Move, Rotate, Scale, just because this is the order and position of icons in Main Toolbar. Once you get used to it, its easier to find the right key, then making discovery voyage around the keybord to find the right button, even if you know, which letter you are heading for. Of course, keybord shortcuts can be easily changed everywhere, but it illustrates different attitude to making of user interface ("think and search" X "watch and learn") Sorry for off topic, this should definitely be in Interface discussion.
  4. Once i had an idea about visual setup of reference images, you just put the two images on background (of course it works with even more images as well) and then draw two lines on both of them. Then the algorythm should place, scale, rotate or even correct perspective (if the lines are concurrent or divergent) of these two images. You only have to decide whitch lines hsould be horizontal and which should be vertical (in case when they will be getting near 45 degrees, but those would be very bad references ) This should be faster, more intuitive and maybe even more precise then numeric input in image reference setup. In the exapmle below will be in the end all lines horizontal and side and back image will have the same distance between red "rails". If you can treat reference image as polygon, this transformations could be quite simple.
  5. I have one idea for retopo ... now, it's quite hard to retopo hard surfaces, because it's uneasy to hit edge or corner of an object accurately and quadrangulate is very bad, when it comes to retopo "boxes" (it just never puts points on edges or in corners, so it just cuts the corners out). So maybe there are two possible solutions, both based on detection of edges and corners in voxel space (and sadly, thats what I don't know whether it's possible - it's easy for human to find them, maybe not for computer) - adjust quadrangulate algorithm not to start at any place, but find edges and corners at the beginning and start from them or/and allow to snap to edges and corners in manual retopo.
  6. I'm using FBX import to 3dc (from 3ds max) and I haven't any problem for long time. Collada support would be great, because I had some problems with exporting FBX from XSI Mod Tool (in smooth groups/hard edges).
  7. I think the main part of SW logo must be square shaped (all your logos are markedly rectangular) - just because all the icons are squares and icons are the most important places, where will logo be. Then it can be very simple, 3ds max, Maya, XSI, they all have very simple logos, Maya has special logotype, but max is simple in all ways. You don't have to include picture into text. Your logos can be used for web or splashscreen, but these are not so important things for beggining.
  8. I'm still getting this problem in V79 (CUDA 32 DX), sometimes its even worse, because tabs go far east (right), under the light and camera controls. But mostly in the middle of teh screen. And somethimes i got Instability warning (or even immediate crash without any notice), when I try to dock for example VoxTree panel in Paint mode (layout). Not always, maybe in half of attempts. I think automatic docking is ok, its just too sensitive in 3DC, it should work on smaller area (closer to edges) or with some delay, lets say 1 or 2 sec.
  9. No, no, thats how Modo UI works and in my opinion it is one of very few bad things of Modo UI. If you move tabs there, it seems they are connected only with Tool palette. But they are not, they are more "global" and I think they should be above all tabs or viewport.(Btw when you are writing vertically, it's always better to write from the bottom to the top)
  10. The tabs at the top of the window have imho illogical order (now when we can't move them). In my opinion, they should have order of "3DC-only" workflow, which is (should be) probably: Voxels > Retopo > UV > Sculpt > Paint > Render Maybe the Sculpt mode is needless at all, it can be dissolved into Voxels and (displacement) Paint. Of course the workflow can be also non-linear, but I think this is logical order.
  11. I think the new type of painting should be called Texel Painting. The only problem is that (nearly) nobody knows what Texel is
  12. Remember this - people listen only to three words - faster, easier, more comfortable (that were in fact four words). To say anything else is in vain.
  13. Don't forget on multi-monitor support - possibility of dragging (for exmalple) UV layout out of the main window of 3D Coat. I think it's very important.
  14. I have a problem with painting over whole area of polygon. I click the polygon, paint it with color, but an area around some edges still remains grey. It's easier to see with low-res textures. It's probably the problem of bleeding/padding.
  15. Its getting Photoshopper Imho even 12 items in that Quick access is too much. Good way of controling this kind of menus is not to really click on buttons, but just recognize the directon of mouse movement ... and for human being, it's hard to effectively use more then 8 directions (horizontal, verctical and two diagonals). Maybe the Layers menu should be redone. There is a lot of wasted space and even full height of monitor can show only "few" layers ... but its also problem of Photoshop itself.
  16. Just those ones, who like Photoshop interface. As far as I know, only few people who actually use Photoshop like it's interface as well, but things are clear - they have no alternative. The Shadow's interface is very "standart". Not the best you can get, but it won't offend anybody if used.
  17. I agree with polyxo with important note ... the group of global controls should be the biggest, or at least as big as possible. In fact, in my opinion, there should be two centers of UI - Toolbox (that will look somehow) and Objects palette. "Objects" are are vox sculpts, polygon meshes, UV layouts (or even the polygon islands in UV layout), image layers in textures, sculpting layers ... generally, its all the same, some "lego" pieces together making the result. Visually it could be similar as it is (with more informations abou visibility, locking, material, symmetry - i think it is a property of an object as well, etc.), it can look like Photohop layer palette or it can be nodal somehow, like in NakedLight (at the bottom; 2D, but 3D isn't very different) for example. All together, objects palette is the non-creative part of 3DC an it can be treated like this. Toolbox is the second part, more arguable, I think and I have nothing to say about it in this night hour
  18. Yes, you are right, and geo_n is right as well, when he says that every big modeler package nowadays can do nearly everything (even with UI). But ... you can see it, you can feel it. Even in fullscreen mode without any icons at all, you feel the technically-oriented surrounding (maybe it better word than interface) of max or maya. It's in colors, it's in status bar, it's in every single detail no matter how much icons will you hide and how much keybord shortcuts will you make. And that shoud be the point of dabate now. What do we want? Technically oriented interface with all these type-in tabs a rows of buttons like in Max or Maya, or lets say simplier and for someone maybe more "childish" interface of Hexagon or Silo (believe me or not, in my opinion they are very similar in the overall feel), something between like Modo or something completely different? We can make compromises in lot of things, sadly not in this basic approach, because the result would be terrible.
  19. tree321> I really love Hexagon interface. It has good manipulator, nice self-explaining icons for nearly everything and very pleasant colors. It doesn't like a serious pseudo-nuclear-ultra-mathematic-geek-approved-software and it doesn't look like a cheap children toy neither. In my opinion, it would be great, if 3D-coad had similar interface to Hexagon. I really liked the interface of 3DC 2, but since some day retopo and voxel tools remind me scientific calculator, not an artists tool Another quastion is when is the right time to start working on interface. Theoretically it can wait just until the release of final version, practically it is better to test UI for the longest possible time to collect as many user opinions and suggestions as possible.
  20. Volumeric sculpting -> Merge -> On pen There should definitely be defined normal of the object (which should be aligned to surface). Whats the point of easy way of placing an ear or button, when its always rotated in some unusable way. I know about Transform button, but its very unconfortable and hard to use. Easy way is to add new sliders next to Shift - Rotate. Harder way for programmer (and easier for user) is to add some normal to object defining "bottom" of the object. Or did I miss something?
  21. Technicaly, every project would benefit from voxel painting. It is next step in "artistic free" computer modeling. With voxel modeling, there is no need to bother with good topology, polygon stretching, polyloops, quads etc. But when you want to paint texture, all these old annoying problems are here again. Of course, its not problem for game creation pipeline, bacause there still has to be a step where you transform your model into (few) polygons (even Larrabee can't render voxels, it still renders triangles) and it is not important whether it will be before painting texture or after that. But now, evereyone in pipeline (maybe except of concept artist) has to understand the topology etc. In voxel pipeline you have to have only one person (or few) in company who can create good meshes and others can be just artists. But as I said, I think that hardware nowadays isn't prepare for full voxel painting. Yes, some of us have dual-quad WS with 16GB of RAM a two or more Quadros (or Tesla at its best) and these people can take real advantage of fluent a ultra-detailed voxel painting. But how many users of 3DC have HW like this? How many would have similar HW in 2009? And is it realy advantage for all the others? So if I could vote in a poll, I would vote for voxel modeling and direct texture painting (thats what Im waiting for before buying 3dc) in 3dc 3.0 somewhere in Q1 or Q2 2009 and full voxel painting in some upcoming release in 2010 or 2011 when majority of 3dc users will have HW for that.
  22. I love NGE and I like your sculp as well. Don't be worry about manga head or ears, it alway looks strange in 3D I would make her much shorter chin. Your 3D model is really close to resin model you have, but I would make it more similar to original anime (or manga) artwork (I mean head proportions mainly, which are different).
  23. Mantis> I was thinking about something very similiar, something like "Preserve volume" button (with some operations like Smooth, you often really don't want to change the volume of object), but I think it can be really difficult to code, so back then I decided to keep it for myself
  24. I thing that main reason why is Silo UI so great is that it was forethought. In Max (for example, but its the same for Maya, XSI and most of others) you have lot of buttons like "Cut", "Knive", "Sliccing plane" etc. that make nearly the same. It obviusly should be one interactive tool switching its "mode" in dependence on ... something. For example - if you click on edge first, it will act like Cut, if you start in free space, it will act like Knife, if you click and drag, it will act like clipping plane. With Silo you don't use "stupid buttons" but "smart tools", you can feel it. And for me, its one of worst things in 3DC interface ... lot of rendundant and duplicated tools. In voxel mode is about 2/3 buttons useless (but I understaned its WIP stage), but this is in other modes as well. So, UI should be "cleaned" a lot in the first place.
  25. Have you thought about Ribbon I mentioned soma time ago? Even MSPaint in Windows 7 will get ribbon interface. Better say, nearly every application in Windows 7 will get ribbbon interface. But of course, its nothing against dockable panels, pie menu etc, it can work together. And I agree with Artaq and Mantis, its much more logical to have Tools in pie menu rather then Modes. But I know was only a mockup, icons can be anything in the end.
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