Advanced Member Ballistic_Tension Posted August 24, 2016 Advanced Member Report Share Posted August 24, 2016 I think it could help if the rooms would be in a order of association / work flow used most of the time. A New layout (left to right) : Sculpt Retopo Paint Tweak UV RENDER with space as to show they go together. You could use a different font or bold text for sculpt and retopo anything to give the user a visual clue. myself if I could I would just color code the text : sculpt and retopo (3dc blue) and paint,tweak,uv (3dc green) render room white default. bonus would be the Paint 1/2 blue to orange in the text being paint is at the end of work flow and the beginning of its own work flow . what is there now is confusing or should I say no help for new users. Thanks for your time. 1 Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted August 25, 2016 Reputable Contributor Report Share Posted August 25, 2016 11 hours ago, Ballistic_Tension said: I think it could help if the rooms would be in a order of association / work flow used most of the time. A New layout (left to right) : Sculpt Retopo Paint Tweak UV RENDER with space as to show they go together. You could use a different font or bold text for sculpt and retopo anything to give the user a visual clue. myself if I could I would just color code the text : sculpt and retopo (3dc blue) and paint,tweak,uv (3dc green) render room white default. bonus would be the Paint 1/2 blue to orange in the text being paint is at the end of work flow and the beginning of its own work flow . what is there now is confusing or should I say no help for new users. Thanks for your time. I asked something similar of Andrew a few times, but nothing came of it. It should be Paint > Tweak > UV (Visual Divider) Retopo > Sculpt. This would give some visual reference that the workspaces are related. I've been trying to get Andrew to consolidate the Paint Mesh structure with the Retopo Mesh structures, so there aren't so many different meshes to have to work with. And in doing so, Andrew can drop the Tweak Room + the artist can utilize the full range of modeling tools in the Retopo room to immediately tweak or modify their low poly paint mesh. No sending copies to this room or that. The modeling tools should be exposed for the Paint mesh, and when baking, there would no longer be a Retopo or Paint mesh. Just use whatever is visible as the low-poly target mesh. This would simplify the UI and the workflow, not to mention making it easier for new users to learn 3D Coat. 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member Ballistic_Tension Posted September 4, 2016 Author Advanced Member Report Share Posted September 4, 2016 What I suggest for the order of the Room Names would be a simple fix and is better then what is there now IMOP . most people read/go left to right >>>> so most of time one would Start in: Sculpt then Retopo then go to Paint room >workflow #1 . Workflow #2 Start in (import) : Paint use Tweak and UV room . That is all Left to Right and the UV room is farthest away from workflow #1 . The way it is now one goes Left to Right >>> and right to left <<<<< when using Retopo and Sculpt and if I am going the other way the UV room is in line after retopo . I want to get the Paint room in the middle it is at the end of # 1 workflow and the beginning of its own workflow #2 and the tweak UV are good as is. ( Get the UV room as far away from Retopo) Basically just add ANY visual clue for the possible workflow that 3dc says you should do Most of the time . It would help new users . Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted February 27, 2017 Reputable Contributor Report Share Posted February 27, 2017 I've given up trying to get anything done on the UI. I asked for the tabs to be arranged logically....nothing. I asked for some visual dividers between the tabs, because there are none. It looks one big fat tab with a lot of text under it. You can easily see how it should be done, either in Modo or Houdini. Nothing came of the request. I asked....even spent a few hours creating before and after mock-ups...for consolidation of the toolbar parameters, into the Tool Options panel. So all the options for a tool would be located in one place, rather than scattered across the UI. Nothing So, asking seems like a fruitless endeavor at this point. Quote Link to comment Share on other sites More sharing options...
Carlosan Posted March 2, 2017 Report Share Posted March 2, 2017 Angelscript have some limitation about UI design. Duno if cant be solved easily. Quote Link to comment Share on other sites More sharing options...
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