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NinjaTaco

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Everything posted by NinjaTaco

  1. 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.
  2. 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.
  3. 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
  4. I just noticed that the cursor moves smoother when sculpting a surface with cuda on than with it off. Less jerkiness.
  5. 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.
  6. 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?
  7. 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?
  8. 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.
  9. 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.
  10. Also the voxel scuplting tools behave a bit more consistantly vs scuplting with a polygonal mesh. If you have a mesh with unequally distributed polygons, areas dense with polygons respond differently than areas with fewer polygons. When I use zbrush with a mouse I have adjust my brush settings quite often when I move to different areas of the mesh.
  11. 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. 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. I don't know if this has any relevance. Mudbox 2009's Polypainting is somewhat superior to zbrush's polypainting. Subdivision level doesn't need to be raised to get a better resolution for the texture. Video link demonstrating this. http://www.dashdotslash.net/Mudbox2k9/pain...20tut%20SM.html
  14. It's a tree, it's a man, it's a treeman.
  15. 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.
  16. Pilot face. Made 100% voxels.
  17. 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.
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