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kary

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Posts posted by kary

  1. Sometimes engineers think that they don't need artists, that they can build a building without an architect, create a software without a designer...The results are softwares like Zbrush, UVLayout, Bender, MAX (I actually dont know how max is right now...)

    Immediately intuitive and very fast to work with once you know how to use them are different things. UVLayout isn't intuitive initially, but it is an excellent and extremely fast once you've worked with it for 2-3 hours. ZBrush 3.1 is the same, not immediately obvious, but once you've used it for awhile it's crazy how fast things get, and how it feels like there are almost no boundaries on what you could make -- similar to PS that way.

    ___

    Andrew: Excellent work lately. Have you considered some tool consolidation? In the retopo tools it would be nice to be able to hit a tweak key and be able to grab things with the brush based tweak \ be able to delete without having to be in a delete oriented tool, etc. It's cool how some of the minor tweaks can save a lot of time, just have a triangle counter exposed really helps when retopoing :)

  2. Yes i am using DX version 64-bit one with CUDA. The mesh has UVs. Is anyone else having the ALT+Enter display error, the mesh seems to disappear?

    With Alt+Enter it turns into almost the same grey as the background -- if the grid is on you can still see it. That's at home with the trial on Vista64.

    At work (XP 32, normal retail one) things were working well (remarkably well for a first draft -- congratulations Andrew :)), but I didn't try the Alt+Enter thing yet.

    Assuming I can get my head around the painting tools you've made another sale :)

  3. This should also be really good for bringing in assets that already have their own normal maps and other textures for touch ups or whatever.

    That should be where it will really shine. It's not a fun line of thought, but being able to clean up problem outsourced stuff (quickly and easily) is really important. Going direct to the LP and addressing everything there would be brilliant.

  4. I'm also waiting for this feature to be added, it's pretty important. I even dare to say more important than the sculpting stuff.

    / Magnus

    I'd agree. The voxel stuff is interesting, and could change a lot of how we work in the long term, but right now (as far as buying more licenses goes) it's all about the direct painting. Thats something everyone wants right now, it'll be a lot slower to change how people sculpt if they have years commited to ZB/MB

  5. I just wanted to throw in a supporting request for multiple voxel objects and scene management at the voxel level. The more I use 3dcoat the more I feel it can actually be a viable replacement for my more expensive programs... but this one missing thing is what will definitely keep me using Zbrush. I absolutely depend on zbrush for being able to handle many subtools each at high resolutions and still be able to view the entire set of objects on screen at the same time.

    Agreed. This could replace ZB if it can elegantly handle subtools, be a bit more effective at local detail, and keep improving the brush feel.

    I have used alpha42 a bit now (http://www.karyblack.com/wip/wp-content/up...ha42-sluggo.jpg), and it's pretty remarkable how far it has come from alpha38.

    For brushes I'd like to see the base settings well exposed so that we can find the best settings ourselves (ie: one of my favourite ZB brushes is a standard brush, with a touch of pinch and a sharp alpha -- basic adjustments, but it makes for a great cutting stroke that helps with both lay-in and detailing).

    Subtool handling is pretty obvious, but important. I really don't know how you can do that with voxels, but I hope you can bring something together... even if it's just a (reasonably high quality) poly approximation of the inactive tools -- just something to let you know what you're working with.

    Being able to localize the detail would be great. In the above sketch I don't have much to work with in the face area, but if I go to the next level it's too heavy (it would be workable for final details, but I still need to shape out the face etc). Perhaps there is already a way around that I'm not aware of?

    On the none voxel side it'll be great to see the ability to paint on a normal mapped right in the viewport... really looking forward to seeing that :D

    Tremendous progress at an amazing pace, best of luck going forward :)

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