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NinjaTaco

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Everything posted by NinjaTaco

  1. Here is a gator. Having problems rendering normal map in xsi 7. I import the model in xsi, give it a tangent property (as advised on another forum) open render tree, you can see the setup I used... For some reason the normal map has seams and also it's rendering backwards. Where there should be grooves coming out they are pushing in... I know this isn't an xsi forum. Was hoping that maybe someone might know. I tried checking on unbiased tangents and it only gets worse. Aside From the problems with xsi. Painting in 3dcoat is fun and works good. I had to redo my uvs a little and it was great that when the uvs were redistributed the texture was as redistributed with the right uvs. (great feature)
  2. I wouldn't mind if Andrew continues to tweak/adjust/speed up the brushes if possible. As version 3.0 is still in it's alpha stages it is important for the testers to not be married to any particular work flow that might need to be changed for the sake of enhancing and/or speeding up the work flow.
  3. True. Andrew is adept at introducing new features. But keep in mind that he's not going to be able implement everything that everyone asks for. (not everything we ask for is within reason or possible)
  4. I've been getting that for along time. The DX version hasn't worked for me since a38 or a39. Not sure which.
  5. A really anoying glitch I've noticed when using smooth (shift) or thaw (ctrl) is that the cursor gets stuck on a particular part of the mesh and just continues to smooth or melt away at the mesh even while I am pointing at some other part of the mesh. Even if I am no longer clicking LMB it still continues with the operation. It seems to happen frequently with thaw when I have grow on pen motion checked off. But it happens either way. I'm using non cuda version.
  6. Some issues with overlapping geometry on the center seam involving symmetry. But still really cool to see. Additive and subtractive stuff is pretty cool. It'll be great to see what else you do with this. Still some functionality and spelling errors in right click voxel tree. Increase Desnity, Decrease Decsity. Their functionalities should be switched. Decsity should be spelled density.
  7. Curves feature requests. -A button to delete all curves, at the moment new curves have to deleted manually. Also to add to the problem curve information is still retained when creating a new file. I actually don't mind curve information being maintained in creating a new file just as long as I have an easy way to delete the curves instead of manually selecting each curve and deleting them. -Save curve profile so that the user can still keep the curve and modify it. Currently the user makes the curve and the curve is discarded when the user closes the program. Although you can save it in voxel form it's not as malleable as when it is editable in curve mode. -Save the curve as an obj that could be used for curves? -History mode for curves. This would extremely helpful. But no doubt it would be difficult to implement with voxels.
  8. Thanks for the kind comments. Also I didn't realize I could keep working inside 3dc and still save. But I guess if I ever want to get them out for animation. I'll have to get a license soon, must support production of good software. I must admit I'm getting more done creatively in 3dc than I ever did with zb.
  9. I was looking through some patents and I came across this... I don't if this means anything or not. "A system and method for providing an intuitive and efficient mechanism to select areas of interest on a 3D model, and modify a pose or shape of the 3D model. A masking module allows an artist to interactively mask portions of a 3D object and leave other portions of the object unmasked. A posing module provides various tools to allow the artist to apply a posing or reshaping action on the unmasked areas of the 3D object. The computer artist masks portions of the 3D object by clicking and dragging the user input device on an area of the 3D object. All vertices whose topological distances are closer to the vertex associated with the initial click position than the final dragged position are masked. The artist then draws an action line on or partially on the 3D object to define a coordinate system. The artist clicks on a point on the action line, and drags the user input device for corresponding transformations of the unmasked portions of the 3D object." http://www.faqs.org/patents/app/20080218512 http://www.freepatentsonline.com/WO2008103775.html So does this mean that there can't be any masking features in 3dc? Seems like it's a patent for masking in 3d. I do have respect for Ofer Alon and everything he has done with Zbrush but this patent seems very simple and general in nature. I don't see how one can patent such a simple idea of masking in 3d. Maybe I'm overlooking something, I'm not a patent expert.
  10. I usually don't like posting work that is raw. But my trial ran out so I figured why not. I was trying to make a dynamic pose with the first two sculpts. Then some cartoon heads. Guitar pose, a very dynamic pose, very recognizable even without guitar. It was made with hemisphere curves. An updated version of the pilot head. An Elf ear. An old Bird that I meant to have shoes and and collar and maybe a jacket and suspenders, and of course a walker. but was having trouble sculpting in details on the low res and I couldn't figure out a good workaround to raising the resolution yet keeping the mesh sculpt able... Hope you like it.
  11. The material masks still act funny. Sometimes they work sometimes they don't and sometimes they only seem to work on a particular axis. When they work sometimes the size seems inaccurate to the alpha image. Sometimes I just get nothing but noise. Sometimes it works well but parts of the mesh has streaks.
  12. Needs more speed. I'm curious to know whether it's possible to make scalable voxels? In some ways voxels are really helping out a lot but in other ways, voxels are also slowing things down it seems. I think it'd be good if there was some kind of hybrid mode. I see in the wireframe that the topology on the mesh I'm working on is always being adjusted. Sometimes I don't need the topology to be adjusted, I just need to push and pull some areas of the mesh around and it becomes counterproductive when I have to allow it to recalculate the topology and voxels and whatever else it is doing. There needs to be some kind of mode for refining the surface. Yet there also still needs to be a way to go back into voxel mode if needed, so that flexibility is maintained. It seems like this idea has been played with some concerning the pinch and flatten tools. Maybe there could a be a hybrid mode where the software adjusts topology when needed, maybe it could have some kind of adjustable threshold for when it rebuilds the mesh versus just pushing and pulling points about. Also there needs to be a way to do local subdivision. Kind of like this http://www.zbrush.info/docs/index.php/Local_Subdivision
  13. Comparing one piece of software to another is common. The images are meant to display how 3dcoat's volumetric sculpting is different from other sculpting applications like zbrush, hexagon, mudbox, modo, and silo. I find the image a good comparison and visual aid in demonstrating this idea. I own a zbrush license and I'm not offended by the images. I think the comparison addresses some very major issues in the work flow in traditional sculpting applications. To me it's not killing another software, it's showing innovation.
  14. Despite the negativisms that have been listed. This technology has a lot of great potential and the latest release reaffirms that for me. I hope none of us take these amazing updates for granted. Andrew, your hard work and determination is greatly appreciated. Thank you.
  15. Despite the text glitch. The raise the resolution slider is nice. (if that's what that is?) I also like that the subtools maintain their own symmetry even moved around. And importing and duplicating sculpts seems to work for me. cool stuff Andrew. Great features very imppressed.
  16. I dunno if this asked for... It'd be nice to have radial symmetry similar to zbrush. Another thing. I like some of the column and row masking tools in zbrush but they do have some issues. I was thinking that in 3dc, you could have a free pen mode or spline mode where the user draws a line on the object and a mask of rows or columns is projected along the surface. It could create the masked row by making the projected lines perpendicular to the drawn line. Either that or maybe just a few more options for transpose cause transpose almost behaves like a masking tool and the gizmo selection stuff is pretty fun, I really like ring. Perhaps there could be an inflate tool that could be added to the transpose tools.
  17. I like the yoshi example. There might be something useful to roughing shapes out in such a way... One of the things that troubles me when making a cartoony shape is maintaining the continuous curvature that you see on the yoshi nose to the eyes and so on. But something like the requested feature might actually be available tommorow with the addition of subtools. That is of course if all goes according to plan.
  18. Yeah. I wouldn't mind seeing 3dcoat take advantage of all the latest technology. I do totally understand that some people would want the software to address things that will affect their own home systems. At the same time I would at the very least like to see the cuda implementation optimized or some brush speed optimization if possible. After I've been sculpting with cuda on for a few minutes it just seems to go slower and slower even when I shrink the radius down to 8. I think it would be a mistake not to continue implementation. Especially considering that video cards that can take advantage of cuda are less than 100USD. With that said, maybe it's not a bad idea to put that stuff on hold and work on things in 3dc while nvidia works out any potential knick knacks with the cuda drivers and tools.
  19. This is a tree generator made at standford. Outputs objs. You can pick species of tree and blend between different species. http://dryad.stanford.edu/index.php
  20. I just noticed that the cursor moves smoother when sculpting a surface with cuda on than with it off. Less jerkiness.
  21. Installed cuda and version 42. DX just crashes. Opengl runs though. Is it faster? The spray tool sure acts differently. It feels slower when cuda is checked on but at the same time it feels like it builds smoother and I can weed out the lumps on the mesh rather easily. I think it still needs some tweaking. With that said, this got me to think how difficult alpha testing a piece of software can be for a developer. Because we the artists are becoming attached to some functionality of the software that could change in the next version. And the change might be good but because it is different from what we already know we will want the software to remain unchanged. Anyways, I think if the growth speed could be adjusted to be faster, the tools might work better.
  22. Yes I agree. An option to maintain some kind of thickness without causing holes or snipping of geometry would be helpful. Don't get me wrong, I don't want to lose the ability to snip off geometry or carve holes all the way through as it can be useful at times. But having a minimum thickness setting would really really help with sculpting cloth. Also mentioned already, some kind of threshhold to control blending between surfaces. This could be really tricky to implement with voxels. Maybe the threshhold settings for voxels would only be altered to different threshold settings when touched by a sculpting tool. Otherwise, untouched voxels would maintain their original threshold despite a change in the threshold of the active sculpting tool. Do voxels have a set universal size? At the moment, in order to sculpt tight areas we just have to raise the resolution quite a bit. or is there another way? Another suggestion is an X-ray brush... Basically if we scuptled something thin like cloth. You'd want to be a able to maintain geometry thickness while still being able to adjust the cloth folds. An X-ray brush could push through the object. Pushing one side of the geometry down while pulling out the opposite side of the mesh. X-ray brush would also be really powerful if used in conjunction with some kind of masking tool. Or is this already in 3dc?
  23. I like how the tools all maintain their own radius. Except for the smooth tool. Sometimes it is useful that the radius is in sync with current sculpting tool. But it'd also be nice is smooth also maintained it's own seperate radius. Maybe make a button that would cause smooth to be sync with active scuplting tool and then desynced when needed to be seperate?
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