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Carlosan

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Posts posted by Carlosan

  1. http://farsthary.wordpress.com/2014/05/15/quickpose-tool/

     

    Hi

    Here’s the first test of QuickPose tool, a surprise tool I was working on. As its name points, is a tool aimed for quick and dirty posing and transforming a selected region from a mesh. It turns an area into a rubber like material so all transformation are nicely propagated to the vertices in a physical way.

    Sometimes you don´t need  complex setup just for bending few parts from a model :)

     

    Under the hood it performs complex implicit representation of the mesh and store its diferential coordinates in order to preserve high frecuency detail when the mesh is deformed.

     

    Still is subject to further optimization and interface change, particularily I need to add support for pose rotations so stay tunned!

     

    Cheers

     

    • Like 3
  2. The trick is to get more and more experienced "high caliber" CG artists using it, and of those, you need content showing their work. I personally think the thing that has hindered this more than anything is the lack of sculpting layers in the Voxel Room.

     

    you hit the nail on the head man, you hit the nail...

     

    to take note:

    Pluralsight acquires Digital Tutors

    http://blog.pluralsight.com/pluralsight-acquires-digital-tutors

     

    And Pluralsight partnerships are Autodesk, Wacom, Maxon, The Foundry and Pixologic.

    http://blog.pluralsight.com/press

  3. http://farsthary.wordpress.com/

     

    Hi All

    Some weeks ago I got a pretty interesting mantis bug repport about LiveClay couldn’t correctly handle long stretched triangles. I’ve develop for current LC tools a very advanced splits triangle criterias that ensure we always get nice triangulation, nice topology and nice valence on the mesh, in a very organic like way.
    Also 3DCoat almost always deals with high density meshes so I never saw the artit use cases dealing with such ill formed triangles…it turns out it was more common that I initially tougth!
    Any low poly model imported from every general purpose 3dpackage can have such triangles and in furniture modeling those are everywhere, so yes, hard surface low density meshes was a missing spot for LC tools.

    desktop.jpg?w=690&h=431

    The largest edge split triangle will allow to split ill or long stretched triangles in a correct way for the sculpt tools.

    And the solution was the simplest split criteria: split only the longest edge of a face. It will always subdivide ill triangles in a way they become tractables latter, something was not happen with previous criteria, but ofcourse a tradeoff must be made, between nice topology and stroke preserving shape. So former advanced split criteria will still be the best when mesh density is relatively high compared to the brush size or mesh is organic.

    Summarizing, there´s now two options for split faces: Soft (previous advanced algorithm for organic or dense meshes that keeps nice topology/geometry ) and Hard (new algorithm for keep hard edges and preserve as much geometry as possible at the cost of topology quality)

    Cheers!

    desktop2.jpg?w=690&h=217

    Soft split is the previous advanced split algorithm while Hard is the new split for hard surfaces or stretced triangles

  4. Hello !

     

    Is there a way to get a "flat" preview (without shadows) with the tools [ Textures -> Adjustments -> Brightness/Contrast, HUE, CMJN, ... ] of the painting room ?

     

    Because, with the shadows in the preview windows, it is difficult to see some changes (such as a slight reduction of brightness) :/

     

    Tested and confirmed.

    Working with Flat Shade display (Key 2)

    When perform Text>Adjust>... the preview option switch automatically the display to Smooth Shade

     

    No preview = Flat Shade

    Press preview = Smooth Shade

     

    Will be great to see preview using the display mode selected

     

    ty

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