Psmith

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  1. Being now an old codger, myself - I sympathize with all of the other struggling codgers in the world. We are a species all our own. Now, if we are viewing 3D-Coat as a tool for people machining things and printing things on a 3D Printer - I would have to recommend sculpting with Voxels using Primitive shapes. 3D-Coat has a rich abundance of Primitives (and adjustments to these, galore) - to make some really interesting and useful objects. You can even make them to scale. Since we are dealing with Voxels, subtracting and adding one shape to another or from another produces outstanding results. I have printed many things using 3D-Coat as the final step in producing a model ready for printing. When it comes time to print or mill whatever it is you have designed - you can quickly and reliably export an "air tight" model by simply choosing from the "File" menu: "File/Export/Export Model". Works every time without a hitch for me. I print using Simplify 3D - and it can handle large numbers of triangles (which 3D-Coat typically produces). Prints come out beautifully - and the possibilities for detailed organic shapes are endless. Greg Smith
  2. BurrMan: Long ago, I made a series of video tutorials for people mainly wanting to learn to sculpt with Voxels (a Voxel can be imagined to be a "cubic pixel", since it is 3 dimensional - a pixel, a square, occupies only 2 dimensions). The Voxel sculpting portion of 3D-Coat has changed very little since I made these - and I only use a minimum of tools. You might find these helpful: Greg Smith
  3. A so called 3D-Coat "Minimalist" UI is not a simple matter to engineer - since you would have to be a master technician of the application, already, to know which things can be safely hidden away - and which ones must be present - even for a very straightforward workflow of any kind. Just go with what Don said, "More options is always better than not having enough." - and then commit yourself to watching several days worth of videos. Greg Smith
  4. "More options is always better than not having enough." I think this phrase epitomizes the state and direction, today, of software development - as envisioned by the technicians - for the technicians. Don is a technician and has done much to lead the development of 3D-Coat. This state of mind and vision now controls the entire creative software manufacturing industry - and I don't think it will ever change. Not for these developers, anyway. Here on this forum, it has been repeatedly stated by forum Leaders that the target market for 3D-Coat is and should be the Studios, (i.e. Technical Directors). A thorough view of the computer graphics software manufacturing industry will reveal that this is the target market for ALL major CG software offerings. What very few entrepreneurs of new software realize is that today's "studio-based" market is shrinking and will continue to shrink until many products will simply disappear (or be absorbed by the monopolies) from the entire CG marketplace. Just as the days of the megalithic movie studios vanished from the face of the earth back at the end of the 60's and beginning of the 70's - so will go the megalithic CG oriented studios of today. That industry is unsustainable by any measure. Yet, a market for creative, visual software exists and will exist and grow in the future. Perhaps those who develop software for what is now considered a small "niche" market will lack the technical pride of today's monolithic software developers - but they may be prosperous, nonetheless. Those who see this trend today may be able to survive what is coming tomorrow. Those who refuse to see or change deserve what they will end up getting. Greg Smith
  5. Lewis: You have hit the nail on the head. There is no need to have so many tools. Rather, there should be a handful of tools - each of which can perform many different functions - simply based on how you "wield" them. The "Move" Tool is a great example of multi-functionality in a single "Brush". Having fewer tools also immediately unclutters the workspace. Having worked with so many different computer graphic applications over several decades - I am convinced that the present paradigm of making software that has all of its "guts" on the outside - ready for tweaking - is never going to go away. Software design remains in the hands of the mechanics of programming. If I may make an analogy: the most prolific automobile mechanics usually love to produce whole automobiles as their primary joy - automobiles which display all of their handiwork and knowledge in places on the automobile which provide easy access for tweaking. That's what mechanics love to do - they love to Tweak. And they love the appreciation of other mechanics, as well. So, to them, the perfect automobile is the one you can most readily perform Tweaks upon - with all controls (usually unlabeled) on the "outside", so to speak - for fellow mechanics and tweakers to appreciate. The "look and feel" of the automobile is absolutely secondary to its function. Of course, most users and purchasers of automobiles prefer to have many of those controls hidden away and invisible to their eyes and fingers (for sanity's sake). This design preference only entered the golden age of automobiles when the overall design process was taken out of the hands of the mechanics - and into the hands of car designers. We are still in the early 1900's (allegorically speaking) of graphic software design. The mechanics run the business of making software for the end user. Their desire and vision for producing the ideal software application varies widely from what an artist or graphic designer or animator really wants or needs. Today's software is made for those "in the know". Greg Smith I love this one . . .
  6. Yes, even if you are someone who makes tutorials about any Autodesk product - you can obtain an educational license for anything they make - using the category "Mentor" for your educational status. That's nice of them. Greg Smith
  7. For those among us who would like to augment their 3D modeling and animation skills with a Paperless 2D Drawing and Animation repertoire - I've made a series of videos, starting from scratch - featuring the Harlequin Layout of OpenToonz (for a friendly and fast workflow). The series is short and to the point - in a step-by-step progression. Here is the latest in the series - but you can also start from the very beginning with the "Initial Setup" video: or, begin here with the following video: Thanks for watching, Greg Smith
  8. Lots of iterations, too. Greg Smith
  9. It is quite a modern idea to "play a video game" which simulates the real world to some degree. Games, before this time, were allegories in and of themselves - no actual conflict or violence was graphically illustrated - mostly, these games embodied the idea of conquest. Chess and many card games come to mind. The Christian simply does not feel the need for conquest or defeating an enemy - since all this has been done freely for him. The battle and "violence" for the Christian exists within himself - it is an internal battle for the occupation of his mind and heart and imagination. His actual experience is a transformative one - happening in a way that is all but invisible to the outside world. This process and experience is not "game-like" in any way - so, it becomes almost counter-intuitive to try and translate the Christian's experience into the terms and environments that people who are not on this journey, themselves, know and understand. "Worlds apart" might be an adequate description. However, there are aspects of the natural world that we find ourselves living in which could be reflected upon, possibly interpreted and made wonderful to the eyes of those who have not seen it. Simulating the experience of "enlightened sight and vision" - a presentation of "The Paradise" that once was - and parts of which still exist for us to see, to smell, to taste and experience and enjoy. I've always wanted to attempt to present something interactive like this. However, it is a much more difficult task than I ever imagined. Even with the natural simulation tools available to us today. Just look at the actual detail contained in a single tree of any type, photographically - and then look at the best attempts at simulating the complexity and beauty of such a tree - made by graphical experts with the aid of a computer and software - and the difference between the two is overwhelming - and the presentation of a single tree, entirely disappointing. Quite possibly, it is an impossible task for any one person or group of people to achieve. I can't tell you how many days, nights, weeks, months and years I have dedicated to attempting to produce and present such a "picture". Bob Ross probably came a lot closer with physical media than I ever did with digital media - physical media having the advantage of virtually instant application of the vision in ones mind and imagination. The limitations of physical media actually encourage production - by eliminating the seemingly infinite number of possibilities that digital media introduces to the process of realistic or impressionistic representation of anything natural - not to mention those things present in "The Paradise". Greg Smith
  10. Andrew: I'd love to read anything you have written (and translated). I thought that the document you linked to was extremely well written and clear. Just send anything you would like me to read and comment on to 3dcoattraining@gmail.com Greg
  11. Andrew: Too bad we are so separated by an uncommon language. It is very time consuming for you to translate these thoughts and reflections into English - and, as of today, impossible for me to accurately translate my thoughts and beliefs into Russian or Ukrainian. Otherwise I would love to have a private conversation about some of these matters with you. In reading your article of why you left your "mother church" I can say I have had a similar experience, myself - though for other reasons, in addition to those you mentioned. I can tell you from my 45 years of experience in Christianity that there is an enormous difficulty in reconciling the territory of the mind and logic (especially so-called "science") with the territory of the spirit/Spirit and faith. Maybe it is, for the time being, an un-traversable gulf. One best avoided - lest you fall in. Here's my favorite part of what you wrote, "However, here’s what we are teaching... Most often it is to go and teach all the nations teaching all the nations to teach all the nations..." Big problems emerge with this practice and philosophy. Greg
  12. I think the idea of an adventure game might be a good way to convey, in allegorical form, some of the Truths we know and experience. I prefer an experiential point of view - rather than a doctrinal one. But, no matter how well something like this is produced - it really can only stand as a "picture" - a "type" of what is real - not the Reality, Himself. In the case of the writings of C.S. Lewis, for example - the vivid allegory and fantasy being so well described - people tend to become engulfed in the picture and lose the experiential Reality of what the author may have intended to convey. A kind of idolatry, really. Greg Smith
  13. Thanks for the info. I wan't really sure, myself, about that. Greg Smith
  14. 3DNut: You can also just import your model as a voxel sculpt (from the start up menu) - by clicking the folder icon when you choose "Voxel Sculpting". While you are still in "Sculpt Mode" but before you have launched AUTOPO, just hit "S" and setup symmetry to work in the proper plane. Leave it on when you select the kind of AUTOPO (from the right click menu) that you want. Of course, this method insists that you voxelize your model right from the start. Greg Smith