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BeatKitano

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Everything posted by BeatKitano

  1. BeatKitano

    Hybrid

    This one is rad, love the weird bipedal but not quite design. Really awesome.
  2. BeatKitano

    Hybrid

    I admire the craftmanship on those organic/mechanical characters, hat to you man, this stuf is soooo hard to pull off right.
  3. Your stylized work and that Dino are rad. Keep up the good work.
  4. I didn't test the beta yet but: Blur/sharpen in navbar is a really nice idea. Countless time I had to detach the menu to get it multiple time (the menu closed when hit once) and I had to avoid moving the mouse too far away from menu or it would disappear again. This is much more practical especialy since localized keyboards don't always work well with the shortcuts (default one doesn't work on azerty keyboard with alternate needed to call the character) for instance.
  5. Ok then submit a bug report to mantis. Andrew will probably check this thread since it's in the urgent section. Sorry for not being of much help here.
  6. Can you try deactivating backface culling in view menu ?
  7. First try pressing frame all the [ALL] button in the navigator bar over the viewport. Second: make sure there's some paint on the layer 0 Even basic color, otherwise it's considered all transparent and you won't see your model.
  8. We need a picture to answer. Right now there could be several reasons.
  9. BeatKitano

    RedEnd

    Not exactly spot-on on the likeness but really well executed and I like the show so..nice work !
  10. Yesterday I had a dream... Posing with soft transition is impossible on high res mesh. You need to draw impossibly long lines to get a somewhat broad enough gradient for smooth transition :/ A simple multiplier (default 1) would do the trick, instead of pressing x100 a button (which after a while doesn't seem to do much anyway)
  11. Andrew changed the vox smooth ? Gotta try then, since I agree with you smoothing was harsh.
  12. Actually it's the other way around alvordr. Smooth was weak. So weak you couldn't get rid of bumps on the surface in density transitional areas. Antibump smooth is averaging and relaxing the surface with energy curve conservation in mind: it adapts the transitional areas to the surrounding areas: rendering bumps invisible.
  13. Yep. At this stage I'm no longer compeled to get into zbrush after a certain stage just to clean up. I don't know how much Andrew considers that a change, but for us it's a huge one. With the confidence to be able to "melt away" bad decision during early (or later) stage of a sculpt it makes 3dcoat actually superior to zbrush if you consider freeform sculpting. This makes sculpting a totaly different playground: You don't have to go big to small, you can do whatever you want, make a huge mass there, then crease a subtle ridge there etc... In short: Experiment, and find new way to build your models.
  14. Collectible guys are gonna love antibump smoothing... Oh and changing panoramas is superfast now. weird. [Edit]We'll see how it goes, but for me antibump is making "smoother" tool obsolete, and I don't think I'll ever use standard smooth again. As far as I'm concerned those could go without notice I wouldn't care There was nothing you could do about the surface "artefacts" at transition areas between high density and lower density, rendering surface mode a pain-in-the-you-know-where to get clean even surface. Now it's not a problem. It's even better: you can make bold "detail" strokes and slowly fade them into the surface, hinting subtle surface changes, that's super useful. In short, me and 3dcoat now:
  15. Nowaday it's so easy to pickup another software and get used to it (they all have the same concepts, ok the UI change but that's a very small obstacle to transition) that I don't think Autodesk took the measure of their action. Refusing the entrance to newcomers (students and hobbyist) with very high price will only result in them taking their business to less pricey solutions (blender, modo etc)... Studios will probably continue to have their licenses, but Autodesk is alienating the future flow of "could have been autodesk" users. They're trying to copy Adobe unfortunately for them Adobe was smart enough to have reasonable prices even for hobbyists... not them. Software as a Service is only gonna work if the price of the admission ticket is reasonable, autodesk is going to learn the hard way.
  16. You forget multimaterial coating. You can have different gloss/met attributes on one surface.
  17. @Abn_Ranger It's an annoying bug, I got it very often while switching between rooms too. I get texturing top bar in sculpt room and vice versa. Ui is not refreshed properly and you need to reswitch between rooms to get the proper ones.
  18. It's been a while since I used those but it may be related to the border in e-panel.
  19. Blur is usefull. Sometimes you don't want to be distracted by the scenery. Other times you want to have your model "in" the scene so it should be sharp. And thanks for the typo information, I was trying to use it the other day and couldn't I thought it was due to the difference between qwerty and azerty (] is called with alternate in azerty). Tried this instant, it still doesn't work on azerty keyboard, we still need to use alternate. But that's not a bug it's the same thing with photoshop standard shortcuts. The software expect Qwerty key and in azerty lots of modifiers are involved to call said characters. Anyway a remapping fixed the issue
  20. If you're still looking for some small changes for better user experience Andrew: add text to pbr materials or shorten the apparition delay for the preview thumbnail (since you offset the preview to avoid masking the panel it could in fact me made instant and not be an hinderance). Right now it's tedious to hover materials and wait for the preview thumb to show just to get the one you want because it looks very similar to others at small size. I've got a bigger request if you want to make it cohesive: do it the photoshop way: a little arrow in top right corner to let the user choose between display configuration (text only, text with small preview, preview only). You did it with a few panels it should be in all panels where it makes sense:it applies to the problematic spacebar menu and would also make sense in the tool panel to replace that weird icon with multiple press states. Another request, and this time probably a bit more time consuming but imo well worth it: The spacebar menu hotkey system is very unpractical. When LJB approached you with the idea he wanted you to do it the zbrush way: having the hotkey triggered according to the item name. For instance: adjust>Pose: Call the menu with space, press [A] for Adjust then [P] for Pose. It may not look important but the whole purpose of the system was to call the tools you needed without having to remember their specific hotkey. Right now Pose is [A] and [Zero] which doesn't make much sense and forces you to recall what the hotkey is... which completely defeat the point of having sequential keys. if multiple item share the same First letter, then proceed with their second letter, then if there's still multiple items, then you can assign arbitrary characters. Ultimately the call system should be "call the menu", "select the section", "press two consecutives char for a specific item at maximum and only one if there's only one item with the first letter pressed". It would be much more efficient than the 0-1 quick access you put on top row which personally I never use cause it's too far away from the sweet spot aka "the ctrl-shift-a-g-b" zone. As a matter of fact I never use the hotkey with the current setup cause it takes as much time to detect the item I want and click on it than it would take me to memorize everyone of them while on zbrush I use it all the time as I don't even need to see the menu I just press away and the tool is there... like magic Ex in zbrush: -Standard brush: B(call menu)>S>T. -ZModeler: B>Z>M -Flatten: B>F>A -HPolish:B>H>P etc Besides the menu would greatly benefit from it: when you introduce new tools you're not forced to consider the max number items accessible via hotkeys (alpha + numerics so 36 max), and the old one don't change their hotkey cause they've been changed in teir display order. 36 may look an awfull lot, but if you resize the menu like a lot of us are asking, this wouldn't be looking like an huge number and futureproofing without hardcoded limit is always good practice.
  21. Thanks for the panorama caching Andrew, much better Btw I don't how much of a performance improvement the ui redraw changes made, but i think I can feel it in sculpt room. May be in my head (I've got to admit I've been using zbrush a lot with the new release). (Would love SSS btw)
  22. Mantis works. There's ton of bug reports and features on it. You either choose to let a few bugs fly and don't bother with it. Or you use mantis, which may not be all automated but at least it means you care enough to report it.
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