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3D-Coat 3.5 updates thread


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I have a suggestion concerning the new snakeclay tool. The brush starts out perpendicular to the surface it starts the stroke on, but then never changes. It would be better if it could adjust it's

orientation to maintain perpendicularity to the direction of the stroke.

The way it works now, if you try to pull a snake out and turn a corner, the snake flattens out because the brush doesn't turn with it.

Thanks,

Tom

Oh yes, that's one of the causes of the flattening effect, I'm working on that ;)

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Oh yes :clapping:

Please, a small test. Two almost parallel strokes, one as + the other as -. Then, use a flattener - smoother tool. A hardsurface like result. For instance this is the best way to model archaic hair.

About the issue I mentioned some posts above. Just informed that "On windows depth=0 still affect the surface" . So, where is this 0 for just adding geometry?

Such bad information here, just made me to report it as OSX bug. A 3dcoat issue probably.

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Raul,you are amazing.:)

I only mentioned on here the other day that a Crease tool in 3DCoat would be nice...I never imagined so soon!

You are doing incredible work with liveclay/3dCoat.

Keep it up!

many thanks . :)

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why does the mesh of the standard sphere look so ugly? when i look at fastharys video, he's got some nice mesh on his sphere.

is it only on my side?

Hi :)

I'm using my non-released-yet TangentSmooth tool to clean up topology before sculpting, it will be implemented as a command tool since the Marching cubes triangulation is so ugly....

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Hi :)

I'm using my non-released-yet TangentSmooth tool to clean up topology before sculpting, it will be implemented as a command tool since the Marching cubes triangulation is so ugly....

sweet :yahoo: looking forward to it. keep up the great work!

cheers :drinks:

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I've had a chance to look at this a little more carefully

Some of the improvements for the Copy tool aren't working for me.

Specifically, shader and color do not copy from the background layers at all.

And think I've misunderstood what was posted in the release notes. I interpreted "In general it allows

you to paint over voxel model with different colors/shaders, of course without blending" to mean the that

the copied voxels would retain their source layers shader and color.

After a more careful examination of the sample images Andrew posted I believe that's an incorrect assumption

on my part. So non-issue. (But, it would've been so cool :))

On a positive note, going through this "due diligence" led me to a workaround for this issue

And finally, at the risk of seeming greedy, a feature request. It'd be nice if we could ghost bg layers.

It would make seeing what your working on, particularly with Copy, easier.

The "W" key. Which when pressed shows the voxel room wireframe mode. It lets you see everything that might

be hidden within volumes, for all visible layers. Very handy.

Now if only it was a toggle, rather than having to be constantly pressed :)

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Great version Andrew, very stable on Linux, a pleasure to work with.

Is there any way you could implement a view port XYZ widget in the bottom left corner of the view port like in a lot of other 3D apps, as sometimes I get disoriented and its great to use as a quick reference, the Axis you have at the moment is a little confusing after coming from Softimage/Maya.

T.

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Great version Andrew, very stable on Linux, a pleasure to work with.

Is there any way you could implement a view port XYZ widget in the bottom left corner of the view port like in a lot of other 3D apps, as sometimes I get disoriented and its great to use as a quick reference, the Axis you have at the moment is a little confusing after coming from Softimage/Maya.

T.

VIEW > AXIS (toggle)...you can set a hotkey for it if you'd like.
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VIEW > AXIS (toggle)...you can set a hotkey for it if you'd like.

I know about this, but it tends to emanate from 0,0,0 and out in the 3 dimensions, where as in Maya/Softimage there is a small widget (icon) of the 3 axis in the lower left of the view port which is not intrusive and you can get an instant bearing on your orientation, the one in 3DCoat is 3 long lines of changing colours and it clutters the view port.

Also, I have just run into a crash when Bucket filling in the Paint room in MV paint, this is on Linux.

T.

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I've got a feeling that Relax is not working in Retopo room, anyone can confirm that?

Edit:

Ohhh... it works. I've misunderstood the way how Relax works... Strange tool indeed, because it works almost similar as Snap. So i must relax mesh via Brush (smooth).

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Hi guys! Good news! big brush pack, take a visit at my site!

http://farsthary.wordpress.com/2011/09/01/big-brush-pack/

Thanks Raul. One small request, can you try to make a true INFLATE brush (where it expands along it's normal)? The current one works ok in some cases, but not quite like it behaves in ZBrush or Mudbox. For example, Inflate is good for puffing out nostrils, lips, edges of a garment, etc.
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This indeed looks very good!

However with the addition these very specialized LC-Brushes (tendril, swirl, rope) a more powerful Brush-Management really was required.

With some of the most important settings exposed to the Users we then could store our own Presets but we should also be able to remove Brushes from the GUI

which we don't need.

While I can understand the importance of Brushes like tendril, swirl and rope for Character-Modelers I personally would not see a use for them for my work (Product-Design).

So it was nice to unload them, like in Zbrush. Instead I'd personally love to see some Brushes which work similar to the Zbrush Polish Brushes.

Also we should get the option to remove the old Surface Brushes from the GUI which slowly get obsolete.

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This indeed looks very good!

However with the addition these very specialized LC-Brushes (tendril, swirl, rope) a more powerful Brush-Management really was required.

With some of the most important settings exposed to the Users we then could store our own Presets but we should also be able to remove Brushes from the GUI

which we don't need.

While I can understand the importance of Brushes like tendril, swirl and rope for Character-Modelers I personally would not see a use for them for my work (Product-Design).

So it was nice to unload them, like in Zbrush. Instead I'd personally love to see some Brushes which work similar to the Zbrush Polish Brushes.

Also we should get the option to remove the old Surface Brushes from the GUI which slowly get obsolete.

+1. I too agree with the above. The tools are getting better and better, which is much appreciated :). But the interface is also getting more cluttered. This I find is leading to a undesired cumbersome workflow.

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+1. I too agree with the above. The tools are getting better and better, which is much appreciated :). But the interface is also getting more cluttered. This I find is leading to a undesired cumbersome workflow.

I agree too, but the interface is the last thing to be updated and changed, functionality first ;)

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I agree too, but the interface is the last thing to be updated and changed, functionality first ;)

Maybe just have multiple brushes under one button which have a similar functionality like the Snake brush Button and have check boxes in the brushes tool options to turn the brush into a more specialised brush like a Swirl or Tube or Rope or Tendril.

T.

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I agree too, but the interface is the last thing to be updated and changed, functionality first ;)

I understand but thinking of the GUI-Implementation in an early state might also impact the Development-Direction.

To me it seems that some of the Brushes you presented in the Videos share a few principles like e.g, radial twist, correct?

Instead of creating hard-coded Brushes it might be a better idea to develop global Brush-Modifiers and to leave Fine-Tuning

of these to us users(within Ranges which make sense). This is the underlying Principle of the Zbrush Brushes - a lot of

Parameters are accessible, all existing Brushes are nothing but proven Presets, probably created by their Beta-Testers.

Perhaps you are planning exactly this, I don't know.

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In regards to the interface and user workflow the main things needed is a update to the presets system, folder/sub folder management options and layer grouping.

http://www.3d-coat.com:8081/mantis/view.php?id=26

http://www.3d-coat.com:8081/mantis/view.php?id=161

Other than those major things i agree about functionality first though however with commercial programs i usually expect the best possible GUI in terms of good workflow. Maybe there could be a way to optionally switch to a icon based GUI similar to sculptris or Sketchup ect which would maybe give a lot more space for things.

A nicer default shader and lighting settings would be good also, i recently did a re-installed and instantly found i needed to customize the settings and the contrast/shadows was to much and the green doesn't work well in my opinion. Some sort of clay/wax shader and a lighting setting where its not too shadowed but still shows the depth well would be a lot better. New users will also get this first load so the nicer the setup the better the first impressions would be i am guessing.

Then when time allows a user scripting/real SDK so people can develop new tools and dialogs etc in a similar way to blenders python plugins allows which would be amazing.

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