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Mantis

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Everything posted by Mantis

  1. Hi, 3Dcoat seems to have made a long way since I used it. And with this fast pace development it's quite hard to keep up to date with the last improvement. I'd like to know if 3DCoat as similar capacity as Freeform sensable allowing to smooth surface, extrude and bevel using curves like in this video. From the last version it is mentionned that it has tool for prototyping modeling, but I can't find any details feature list. Thanks
  2. I read this story too, I don't know if I am impressed or sad. I'm impressed by your skills, but sad that Christians got you I find this story and the way you try to convince how good the Christ is for mankind really offending. What about Muslims, Jews or any others? It is really intolerant to force any users to think the way you are and to live the way you are. And you are just doing it for yourself, not that you care about us, just because you care about your moral. Let everyone choose their own path. You move this statement from the EULA to your website, maybe it's time to move it to your privacy. I really respect you, your work, your work ethic, and I just think you found the wrong person in an important moment of your life. But this story turns like Tom Cruise using his fame to convince everyone that Scientology is the way to go, the difference is that (almost) everyone is according to say that Scientology is evil. Maybe this article can help some people to understand themselves better and chose whatever they want to overcome their brain bugs. http://youarenotsosmart.com/2010/10/27/procrastination/ Too bad the answer to "why do I watch porn" was "because I'm not following Christian principles". Fortunatly Walter Mischel strived to search for the answer and he really did help mankind.
  3. Hello I've seen that you were working on new retopology tools on CGsociety forums. That's great. You seems to try to implement guided automatic retopology. If I can add something, the feature you are working on is really great. But I would like to see the same with reprojection, a guided reprojection of already existed mesh. Because for the moment the mesh reprojection is totally crazy, you don't have any control over it. And that would help to reuse the same mesh over and over without having to recreate the same topology from scratch. That's a feature I'd really love to see, I know it exist in cyslice, but it is really expensive and more geared toward big studios. IMHO it's better than an automatic retopology, even if I really love this feature, but with the ability to reproject accurately an existing topology would be even faster.
  4. There is a bug with delete Edge in retopo tools, if you enable edge loop with delete edge tool and switch to collapse edge, it will select edge ring. And edge ring in collapse mode doesn't work.
  5. So, any plan on having color setting like Photoshop? That's quite boring when you have a full linear workflow to jump between appz who don't let you manage your Gamma. Maybe you are currently able to do it, in this case I really like to know how to do it. Thanks.
  6. Thank you, I was looking for this in the brush preset. And that's exactly what I was looking for, Thanks once again.
  7. I'm messing with Bodypaint right now, and that make me love 3DCoat more and more, there are only few little thing I would like to see in DP to make it even better but right now it is so powerful and simple to use compare to Bodypaint. Currently I got visible seam while painting Normal map, I hope it can be fixed. -Is it possible to have a better preview of your brush while using the Stamp tool, right now you got a graph inside the brush and a really blurry shape of the pattern you are using as a brush. -Is it possible to flip the picture you are using as brush on X or Y axis? I found how to randomly filp it but I want it to be flipped once to be used without having to to it in Photoshop. -Is there a way to change between foreground and background color randomly while you are painting? Like in photoshop? And the best would be to have a random color taken from a gradient done from your foreground and background color. Finally, pressure doesn't seems to be taken in account while painting, I toggle the opacity from pressure but nothings happen, did I miss something? Dp is awesome
  8. philnolan3D Did you made a video showing the real time normal painting and the resulting normal map in 3DCoat ? I'm looking for a video showing this feature.
  9. Alpha74 GL I tried to paint a normal map with the new DP features, and I got visible seams when I paint accross them. I don't know if it is linked to the software I used for Laying out my uv, but just in case I used UVLayout.
  10. I really like the this interface, it's simple and pretty clear, lovin' it
  11. Sailor I can't agree more from what you said, that's so true. Reusing retopology is really really important, and instead of automatic magic retopology I strongly agree that's a feature that need to be done. Don't get me wrong, I am not saying that automatic retopology is bad, but for me that's more a hobbyist feature than a professional feature. (Even if you can use it for illustration ) I will surely use it to do still image because I love what it does and with the little addition Andrew plan to add that can really fasten the process. But for the moment even Zbrush or Mudbox haven't got such a feature. I talked about it a long time before, but I know that Andrew is busy, and I'm glad that you are saying it once again. Cyslice as such a feature who allow you to conform a topology who is similar for an other model. First it automaticly align the topology on your mesh, than you can choose some reference dot on both model and they will fit closely to the new mesh. That's really fast, and really usefull. But just an automatic alignement tool and a freeform deformer before dropping the topology on the scene to conform it on the mesh could do the job. All of that to say that's a really important feature, even for game we are reusing topology. About Nurbs tool, if you can add those incredible tool that are provided by Freeform your software will rock. Like sailor said sculpting Creature or human is not a field where it miss too much thing. Voxel are great because you don't have to worry about topology while sculpting, but the major advantage is about hard edge sculpting who is a real pain in Zbrush or Mudbox. I'm always relying on polygonal modeling for this kind of stuff, and I miss Nurbs. If you add the feature you can see in Freeform in your program, damn I will almost cry I think But freeform is not really converting nurbs surface to voxel, that's more using Nurbs tool to manipulate Voxel, like the trim tool or their Round edge tool, who help you to chamfer your edges, seeing on the youtube shoe video, you can find it in their gallery, it's named Sneaker Sole. Look at their videos here http://www.sensable.com/industries-video-gallery.htm, there are in a better quality than those on youtube. That's not reinventing the wheel because freeform is a good program but they are totally closed to the entertainment industry needs, they want to ship their package with their hardware and they are seeing themselves as Hardware revendor instead of software, and then they are totally against adding wacom support. That's a shame I think but that's an other point. In conclusion I totally agree with Sailor, hit where it hurts And like Sailor said, Blow the man Down :p
  12. Talking about the view rotation, what I would like to, is to be able to pick a point to be the center of rotation ala Mudbox, because sometime the current method is disturbing when you got a part of your mesh passing through your line of sight and accidentally picking this part of the mesh with your cursor. That would be great to have several options.
  13. Very good point. Even if I'm used to Zbrush interface, it is far more too complex, they did a very bad implementation of feature. Just baking maps is a real pain compared to Mudbox.
  14. Andrew, that would be great to have to possibility to add some "predefined" edge for quadrangulation. Current mesh are quite good, but you can't have clean uvs, so if we could add one or two straight line to be able to do a good cut, that would help. Right now it is possible to have one with symmetry on, but it works only on symmetrical object. Quadrangluation is really good for still image, but for Uv layout the resulting mesh is quite messy.
  15. Thank you for the trick, I didn't even thought of it.
  16. Is it possible to have a shader who use cavity for retopo to be able to see the fine details better? That will really help for this job. Thanks
  17. That was not about cloth simulation, that was about creating cloth with curves. Because I prefer to sculpt cloth by myself instead of letting the simulation do the job. Right now you can only create an outline that will be filled, I would like to have some inner line like in the picture to have more control by creating inner line. Maybe this picture is more clear. The big red dot represent the points of the inner curves. Maybe I'm wrong but I was not able to do this right now. But what you have done seems quite amazing, maybe that can help when I'll be lazy
  18. Hope to see them here I always see the need for this feature, lazy mouse is good but this feature will really fasten the process and it's even more precise.
  19. About cloth, do you think it is possible to have inner curver while creating patch with the close curve feature, to be able to tweak them easily. Something like the picture. That would help to do complex cloth or cape easily, that's a real pain to do it in Zbush.
  20. Hi Andrew, just wanted to know if technically it is possible to have some curve that you could use as a guide like a rail where your brushstroke follow, like these in Mudbox Guide Curves. But instead of being based on Camera they could be stuck on the surface, like the drawing curve in retopo. Is it something difficult to do technically? Because I can't understand why Mudbox haven't done this already.
  21. At first I was all excited about that too, but with the changes in quadrangulation and retopo, plus the fact that it can be difficult to get really fine details with voxels, I'm starting to change my tuune. I'm happy with converting it to paint I think. Plus the fact that Andrew said he will be able to add PTex I don't see the need to use Voxel painting anymore (even if I was not that much convince first).
  22. Autodesk has bought Polyboost, you should take a look at these videos http://area.autodesk.com/index.php/blogs_s...eling_features/ I don't think they are better than current tools but they seems more quicker to use. That's just a matter of optimisation of your current toolset. What I really like in these video is how he is "painting" trough the dot (tools similar to Add point and face) without having to right click each time. Plus they got all the tools from polyboost. Talking about the current tool I think that Draw line could be improve a lot. What could be nice is to be able to draw your line and got a preview of what will be created by pressing a key. Being able to erase any part of a line being selected could be a big plus, like that you could draw your topology and correct it like you would do by painting it in Zbrush before building it.
  23. Split got a border even if you set it to 0. When you split an object you clearly see the seam and it should not. That's really important for prototyping to not have any seam or any visible modification on the surface. An other "bug" if you do a split and press undo, the layer created isn't deleted with undo. BTW there are really great feature in these last release, thank you.
  24. -some request, Hope this is easy to do. That would be nice to be able to extrude from a spline shape. You draw a shape with the spline tool like you do for creating hole. Than you extrude it with a custom value. Adding a bevel to it would be really nice too. Like that you have your extrude shape with a nice bevel around it. Getting a Stroke from line, like the stroke path in photoshop but with sculpting. You draw a line on your shape, hit Stroke from line, and Tada you got a perfect stroke. The best would be to have a stroke who depend on your alpha, once again like photoshop with brush shape, like that you can do whaetever you want. I suggest this because that can be very handy, I made a test a while before to sculpt totally in Zbrush a futuristic armor. I used mask for the shape on the stomach the ribs and so on and freehand stroke for the hollow that you can see all around. If you add these kind of feature I'm sure I could do this armor totally inside 3DCoat and with less time and a even better Here is the armor I'm talking about: While watching again this picture, I think that a smooth area and a way to make perfect hole is needed too. For the three hole in triangle I used a simple alpha in sub mode, I don't know if there is a way to do this in 3DCoat, I know that you can do it manually but that's not really accurate neither than quick to do. (at least as quick as it is to just place hole).
  25. Yes you're right GED, that's a major issue because it's common to use premade object with Uvs and Topology done, for Game and Film. I think there is a way to do this by reprojecting an existing mesh on a new mesh who is basicly the same shape. Cyslice do this already and allow you to tweak vertices position to fit better your mesh flow. Yesterday I found a paper on the web who is exactly about this, and seems totally automated, I think that's what use Cyslice because it does an automatic mesh alignment and then you can tweak it to help this automatic operation. Here is the link of the paper http://www.geometry.caltech.edu/pubs/EPTKD07.pdf But that's not the current stage of development, just wanted to share it with you. Andrew: So you are already ready for PTex, really funny to discover that you were using this kind of technology.
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