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Carlosan

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Everything posted by Carlosan

  1. http://3d-coat.com/mantis/view.php?id=1104
  2. i found using 2 the wacom is more sensitive... i feel the touch perfect * * my taste
  3. RemoveStretching you right, troubles using it if the model is BIG... polycount jumped to sky but if scaled the model to work using the same preset... and brush size keeps below 1, everything is fine ty
  4. Hi Using wacom... its possible to set by default Options > Deep Modulator = 2 in every tool ? ty
  5. http://studio.verold.com - Import your 3D models. - Once uploaded, share a 3D view of your model or scene with anyone! Review and discuss together, in real-time. - All you need is a modern web browser; no plugins, no software to download. View and interact with real-time 3D from your browser.
  6. great can i ask why in process detail there is not any 3d-Coat reference ? zb, maya, vray, c4d... all listed but... 3DC ?
  7. 0000616: Possibility to create and manipulate nurbs surfaces and transform them to voxels http://3d-coat.com/mantis/view.php?id=616
  8. http://3d-coat.com/mantis/view.php?id=637
  9. Digman - Michalis chichat... this ? http://3d-coat.com/forum/index.php?showtopic=10419&p=81379 duno if it help
  10. http://code.blender.org/index.php/2013/08/cycles-render-engine-released-with-permissive-license/ Blender’s ray-tracing engine “Cycles” has received wide acclaim as a production rendering system, for its quality, speed and having integrated industry standard libraries. As of today the Cycles source code license has been changed from GNU GPL to the Apache License version 2.0. This is a permissive license that allows Cycles to be linked and used with any program, including commercial software and in-house software at studios. We welcome other developers to integrate it in other applications, and especially to get involved with the Cycles development team at blender.org.
  11. http://3d-coat.com/forum/index.php?showtopic=11796
  12. last news Howdy all, I don't have much good news to share. It's absolutely true that multires and all the other sculpt tools in Blender need more work. I can't speak to any other developer's plans, but speaking only for myself I don't expect to do much to improve the situation in the near term. The issue is that making significant contributions to Blender (including bug fixing) takes as much energy as a "real" job. I already have a job though, and at the end of the day I don't have enough mental energy to get my head into an entirely different code base written in a different programming language. The tricky thing with paid Blender work is that it tends to be a freelance model: money from the development fund or Google Summer of Code or Kickstarter lands you a month or three of work, and then that's it. Some people like working freelance, but I'm not one of them. I like a salary and benefits and the general comfort of knowing that I can keep showing up to the same job for as long as I like. Maybe someday there will be companies hiring people to work on Blender full time, but I don't think that day is here yet (at least not in the US, no idea what it's like elsewhere in the world.) Many companies like to use open source, but it's a rather smaller group that has the confidence to pay developers to write code that then gets freely distributed to their competitors. -Nicholas nicholasbishop.net twitter @nicholasbishop source http://blenderartists.org/forum/showthread.php?304076-blender-s-multires-really-needs-someone-to-look-at-it-seriously&p=2445797&viewfull=1#post2445797
  13. - bug ? Vox Extrude: converts the voxel mesh to surface Please any1 will confirm ? ty
  14. another question when i use -like example- Clay or Clay build.... the model is heavily tesellate tris counts jump from 1M to 8M in few strokes... must the model have a determinate size ? which is the correct workflow to avoid it ? ty
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