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NinjaTaco

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Posts posted by NinjaTaco

  1. 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

  2. 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.

  3. 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.

  4. 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.

  5. 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.

  6. 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.

  7. About Brushes Min Thickness:

    I think it is necessary to get this kind of behaviour, or behing able to set a minimal thickness of your sculpt. When you are reaching this thickness when you sculpt you will push both side if you are using a normal tool (meaning not carve).

    Sculpting brushes except Carve should not allow you to make hole in the sculpt. Maybe getting a general thickness parameter who drives all the brush and an individual setting would be better, like that you can choose the one you want to carve with by setting its setting to 0.

    You should push the clay, and if you are sculpting in a thin area instead of making hole when you are close to the backface you should push the surface.

    Because right now it's quite difficult to sculpt thin area like hear, and personnaly I don't feel confortable with that at all.

    That's not like traditionnal sculpting, if you want to push clay you're using your fingers, if you want to cut off some clay you're using a tool.

    Getting a minimal thickness could help with smoothing too, because right now you are able to delete parts of sculpt by smoothing them to max.

    That's really noticeable on thin cylinder.

    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?

  8. 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?

  9. I figured it'd be better to have a thread for the sketches than to make a new thread every few days or so.

    So I made a hand. I guess you can say I'm still trying to grasp VS. (ok I'm sorry)

    When making the fingers I had problems because the fingers are so close than when I smooth them out, they would begin to merge. I put some wrinkles in using vox pinch. Maybe there is a better way to do this? I worked on this hand for about 40 minutes. VS is fun stuff.

    post-1142-1227747995_thumb.jpg

    post-1142-1227748005_thumb.jpg

  10. Yeah. I tried working in 3dc on my tablet but the camera navigation made me go back to a mouse. I wouldn't mind an option that emulates zbrush camera navigation. I can totally understand why some people don't like the camera navigation in zbrush if they always use a mouse. But it works good for tablets. For now I'm stuck to playing with VS using a mouse.

  11. The current non-beta release of 3DC can paint, specular, diffuse, bump map\normal map, transparancies and export each channel individually?

    The development of 3dc is actually going faster than many other apps available. I've been waiting about two years for nevercenter to fix some very basic features in silo 2. Silo 2 users would kill to even have a fraction of the updates that 3dc is receiving. And the stability in 3dc is amazing. I can't complain.

  12. Yes, direct painting will be in 3.0.

    There are several; approaches of painting:

    1) Per vertex painting -ZBrish,3D-Coat

    2) Projection painting - Body Paint, ZB, PS CS4. But Painting resolution is dependent on object size in screen space. It is not good.

    3) Direct painting - every pixel in UV has some position in space. You are painting directly over UV placed in space. It gives the best quality. But problems - it is easy to project texture on object but difficult to smooth, smudge, clone. Mayebe Mudbox has direct painting but in very basic stage (texture projection, it is most easy task). But 3DC will offer full set of tools for direct painting - texture projection, clone, transform, smudge.

    I'm really impressed with the progress you have been making. You have an amazing work ethic. You have the set the bar really high. I appreciate your hard work, it is inspiring. You are surely blessed.

  13. This voxel stuff just blows Zsphere modeling away. It is such a cool feeling to not think about topology anymore in the early stages and just add stuff where you want to - just totally disregard the technical stuff and focus on the subject. The retopology is literally the best I've used, and I've used all of them - not to mention it works right over top of the voxels (thanks to those who pointed that out to me). No more messing with mesh resolutions or separate programs for me for that stage anymore - that is all getting done in 3dc now.

    quote]

    Your sculpts are great. I couldn't agree more with how much the voxels free me up. I remember when zbrush came out years ago. I was trying the sculpting tolls and I was excited but I ended up hitting the wall rather hard in some places, like when I wanted to make an oversized ear for a cartoon character. I had to ramp up the number of polygons in zbrush to get the nessecary amount to pull the ear out of the head and then get detail on the ear, then my mesh was overly heavy in some places. Then I had would to optimise my workflow. Model the head somewhat roughly in a polygonal modeler then bring it into zbrush and that sort of confined my options. I couldn't just take a simple ball and work it into a finished piece. I also agree the topology tools in 3dc are awesome. I've tried silo and zbrush retopology tools. Zbrush was awkward and glitchy when I tried it (maybe they got it working in the latest verison) and silo doesn't even hug the normals consistantly nor does it update the model when you slice polygons. I'm amazed how Andrew introduced fully functional topology tools in such a short time wheras other developers are still trying to fix and patch up their own topology tools that they introduced 2 years ago.

  14. Yes - both.

    That is great. It should be extremely useful in roughing out shapes like arms and legs for a character.

    - Some basic primitives like Cylinder, Cone and cube would be really helpful. I can understand implementation of these features could be difficult because of orientation issues. But they'd really expand the rigid modeling capabilities quite a bit. I can do a lot just with a sphere and flatten.

    - Also having something to deal with near tangent surfaces merging together. For example, the nose on this head I sculpted. I feel the nose needs to be lower. But as I sculpt it lower it starts to merge into the mouth. I guess I have to turn up the resultion to fix this? It's just difficult to tighten and harden some ares of the scuplture, but maybe that is my lack of experience showing.

    -Maybe a feature to lower and raise the resolution of the voxels and allow the high resolution data to still be stored? On the head I sculpted, the resolution is bit too high to try adding a body onto it. But that is probably poor planning on my part.

    The flatten and pinch tools behave awkwardly when leaving the tool. It does something to the mesh.

    But other than that. The software is great. And I think most of these obstacles can be overcome by artists with some proper planning. :)

    post-1142-1226522313_thumb.jpg

  15. I never tried this software til about a week ago. It's really impressive. I made a fox that I started turning into a cat but it still has a long nose that is more like a fox. For the fox I mainly used the spray tool for all parts including the hands and fingers, it only took about an hour for the whole thing. Spacesuit is just taking spheres, subtracting and adding and flattening areas. I have to admit I was skeptical of another 3d application entering the arena. Andrew you've made a believer out of me. This is one robust application. It didn't crash once while I was using it. Very impressed. I'll have to buy a license at the end of semester. Keep up the great work.

    post-1142-1226203940_thumb.jpg

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