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NinjaTaco

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Posts posted by NinjaTaco

  1. It'd be nice in the UV mapping tools that when unwrapping the mesh that the user could specify certain parts of the mesh to have a priority over other parts.

    For example. I have game models that that are designed water tight because the game engine requires them to not have any holes. When a game object is designed water tight there are areas of the mesh that might not be seen by the player or won't be seen easily. So it is somewhat inefficient to give all areas the same priority in texture resolution when some areas may not be seen. So if the user could specify certain areas of a mesh get a larger piece of the UV space than other pieces this would solve the problem. This would increase the texture resolution on certain sections of the mesh that the user defined as more important than other sections.

    Also I'm not sure if 3dcoat supports multiple UV layers. But if does it doesn't. It'd be a nice feature to have. Multiple UV maps allows textures of varying resolution to place across the surface of an object.

  2. Basically this would be a masking tool that falls into the category of other tools like the, More on brightness , cavity tool, more on heights tool.

    This tool would recognize contrasting colors defined by the user. Then it would create a masking border between the two contrasting colors that could be set by the user.

    This a very specific task and I totally understand you are very busy at the moment Andrew. I appreciate your hard work and dedication.

  3. I think this would fit well in 3d coat. Integrating it into the workflow is what would make it apart of 3d coat and not just a side application. It'd be nice to load up images, turn them into some kind of bump data and stamp it on the surface of your object.

  4. 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)

  5. Just to clarify my previous post so as not to be misconstrued.I am very pleased with the brushes in 3d-coat as they stand now, so please do not tamper with them too much, if at all.Maybe work on scrape, it has a tendency to jump around a bit.But I don't need it too much anyway so no big deal.

    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.

  6. 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.

  7. 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.

  8. 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.

  9. 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.

  10. 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.

  11. I usually don't like posting work that is raw. But my trial ran out so I figured why not. :D

    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.

    post-1142-1230636325_thumb.jpg

    post-1142-1230636338_thumb.jpg

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    post-1142-1230636392_thumb.jpg

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    post-1142-1230636513_thumb.jpg

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    post-1142-1230636574_thumb.jpg

  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. Hi everyone,

    I'm Alexis, webmaster of ZBrush.fr, the french ZBrush community.

    I saw a picture made with ZBrush, a bad, ugly picture that shows voluntarily streched polygones. Besides, there a beautiful picture made with 3DC :

    http://3d-coat.com/v3_voxel_sculpting.html

    This is unacceptable. Even if there is no name under the picture, it clearly comes from ZBrush. What do the conceptor of 3DC would say if Pixologic displayed on their websites two pictures, one wonderful picture made with ZB, and another voluntarily ugly picture with the name "Voxels" and elements so we can clearly recognize 3D-Coat ?

    At ZB.fr, we are very open to other softwares. There are regular topics about 3DC, we talk about it, we like it very much and we give informations about the software :

    http://forum.zbrush.fr/index.php/topic,3668.0.html

    Why ? Because we love 3D, and we don't want to talk about ZBrush only, killing other programs.

    I say : Do you really have to kill a software to let live another ?

    I'm very angry about that.

    Alexis

    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. 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.

  15. Request: this might be a little unnecessary so feel free to ignore but it could be really useful if it works well.

    Im thinking Voxel sculpting is great but we need a way to quickly lay down a fairly good base shape to sculpt on. So heres what I imagine, you select non voxel primitives and move, rotate and scale them into position in the viewport to create the basic silouette. Then just like curves you hit enter and it all turns into voxels and blends together a little to create one big voxel shape. The same thing is possible now but we would have to arrange the primitives in a seperate 3D app and then import as obj as you can see with the yoshi made of spheres in this thread http://boards.polycount.net/showthread.php...5268&page=4

    the sphere tool currently in 3D coat is good but its more like a brush and really difficult to use it to make a base shape as you dont really know where the sphere will appear in 3D space.

    edit:

    actually this might not work well with symettry so that wouldnt be so useful

    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.

  16. lets not forget those people who have up to date rigs and would like to take advantage of these things. You seem to have a polarised view of what's important.

    This isn't to say that i disagree with a feature freeze and bug fixing but you have to see it from both angles. I for one see great value in the NVidia work both for my

    work machine and home system. Not stabbing at you mate but you have to look at it from all angles.

    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.

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