splodge

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About splodge

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  1. Coming along nicely, Phil!
  2. The quadrangulate function and menus have changed since that video was taken. But yes, the new quadrangulate function has replaced the old one and so you just select Quadrangulate from the voxel menu and follow the instructions. Andrew has added a wizard that instructs you what to do. Note: The steps in the wizard are optional and you're free to just skip them all.
  3. "Java plugin is not installed. Click here to download plugin" I guess if a plugin is written in Java then it still needs to ask for permission to download it. The 3D widget's java code must not be embedded in the actual webpage. I've never done any web developing (not even HTMAL) and so I'm totally guessing here
  4. Well that's odd because I just tried to view your web thingy and I was told I had to download a plugin I'm using Google Chrome and Vista.
  5. looking good! Is that an actual game or just a mockup? Edit: Just saw your other thread - "Sins of a Solar Empire" And so it is a game!
  6. Yeah, I agree with Phil. Great model but confusing video. I spent too much time trying to figure out the split video instead of watching the modeling methods used.
  7. Not sure what you mean when you say "It's no different than Mudbox". I just tried Mudbox. First time in years. And wow, very impressive. 33 million polys at 100 fps! And it's quite easy to see how it's managing this. When the user zooms out then a lower poly version of the model is being displayed. And when zoomed in the rest of the model that isn't in view seems to be ignored. So the frame rate stays high constantly.
  8. Well obviously there's a limitation. A video card can only draw so many polygons in a given amount of time. 3D Coat's rendering performance is exactly what I would expect. It can render a model just as fast as any other sculpting program out there. The difference is that when the poly count increases and the frame rate drops then the other programs can temporarily display a low poly version of the model when rotating the model. It's not about my machine's performance vs your machines's performance, it's about 3D Coat not having a backup plan if rendering performance drops below a certain level.
  9. But there isn't really a "cat's meow". It all depends on how large and how detailed a model is. Simple fact is that in 3D Coat the detail of a model is currently limited by the video card's rendering speed. This isn't the case in other sculpting programs. 3D Coat user: "I need more detail around the eye..umm.. Okay, I best go buy a new video card."
  10. It'll mean smoother movement when rotating around your model. I would rather Andrew give us the cheaper option of having our model temporarily drop down to lower resolution when being rotated. It's silly to have to keep upgrading our video cards just for sake of smoother movement when a much cheaper software solution could be implemented. My answer to the above problem was to not bother modeling in 3D Coat. I'm still on a 8800 GTX and I box model in a old school poly modeler at 100 fps. I use 3D Coat just for painting. Although not sure for how long as I've recently found some nasty killer bugs.
  11. I think Sculptris would've ended up being open source if nobody had made the programmer an offer. I don't think Pixologic would've liked the idea of an open source Sculptris that would ultimately devalue Zbrush. If the coder hadn't hinted at making Sculptris open source then Pixologic may have been content to sit back and leave Sculptris alone. btw - I'm not criticizing Pixologic. They made a smart move.
  12. no Maybe he just likes the idea of living in California.
  13. I reckon Pixologic will develop it as a seperate application. The reason being that ZBrush is built on a software renderer whereas Sculptris is more suited to a hardware renderer. This is assuming Pixologic don't eventually add a hardware renderer to ZBrush. But I suspect some features of Sculptris will eventually make their way into ZBrush, like the adaptive brushes. But some people will always prefer the smoothness of a hardware renderer and so it would be a shame to see them abandon Sculptris completely. The biggest weakness of Sculptris was that the meshes it produced were totally unoptimized. So the great thing about Pixologic getting their hands on Sculptris is that they'll be able to integrate their decimation tech into Sculptris. ZBrush's decimator is by far the best in the business.