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BeatKitano

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Posts posted by BeatKitano

  1. By the way Beat...some of the issues with exploding meshes, you mentioned in the past, may have been addressed 3 builds ago. I had similar issues but it seemed related to using UNDO. I was able to reproduce the problem twice in about 20 minutes, had it recorded and sent to Raul. He supposedly fixed it. You may want to experiment with it a bit and see if it resolves your problems or not.

    I may confirm this soon. Started doodling to test the new cavity/bump/SSS changes on shaders.

    This is really nice to work with (especially with SSS I've been waiting for ages)

    .SSSsculpt.jpg

    • Like 8
  2. When have you last tried to sculpt an entire model in 3D Coat? The reason I ask is a lot of people make assumptions about it, based on what someone else said, or maybe they dabbled with it a little bit years ago. But it has come a long, long way, and even surpasses ZBrush in certain area, ie. being able to localize the model's subdivision. In ZBrush, the entire mesh has to get  subdivided, whereas in 3D Coat, only the local areas you want need to be subdivided...when using LiveClay and other related tools. 

     

    A lot of work went into improving the brush feel and feedback in 4.1, and there have been some improvements in that area since. There is a lot of control over brush behavior in Surface mode, that wasn't there prior to 4.1. The only major missing component I can see is the lack of Sculpt Layers (per object) in the Sculpt Room, and Andrew said that was high on the To Do list. There is sculpt layer functionality, in the mean time, in the Paint Room using image based sculpting...so it's only missing from the Sculpt Room. Even though ZB has sculpt layers, I hear it is a bit of a headache and not nearly as good as the implementation in Mudbox. Aside from that, I don't know that there is anything you can't sculpt in 3D Coat as equally detailed as you could in ZBrush, if you are proficient in both.

     

    Again, people talk about small advantages here and there, ZB might have in a given brush that feels a bit better than the equivalent in 3D Coat, but then ignore the major advantage 3D Coat has with it's dynamic tessellation and the ability to vertex paint on the same model, with lots of paint layers, with different blending modes and still go back to sculpting on the same model relatively interchangeably. The ability to create booleans with extremely sharp and clean edges...the ability to sculpt/melt holes in your model, that ZB can't do without a major workaround.

     

    I'm not trying to discount ZBrush's ability....there's a lot of amazing work done with it, but I do think many people wrongly underestimate 3D Coat as a viable alternative as a production level sculpting app. It will just take more and more skilled artists showing what it is really capable of.

     

    "When it works".

     

    Zbrush.

    Period.

     

    Sorry AbnRanger, I was a believer, I tried it recently again... I just can't stand the uncertainty during a project. You don't label stable a release that has the same bug as it did 3 years ago. Nope, nope.

  3. Yes, it looks like it. Fortunately for me the corruption didn't re-appear yet and I hope it won't.

     

    But today I was sculpting some voxel claws and what happened is this:

    attachicon.gifcorrupted_voxels.jpg

    It is non-undoable. The surface is treated as if it wasn't there (the brush doesn't react to it) and any attempts to sculpt over it (it's possible only in areas where some other geometry layer is underneath) makes the voxels over the cursor to disappear.

     

    If I save and reload the scene, the geometry is back in an intact state. :huh: It is possible that this is a random visual bug. I've seen it happening in the past more than once.

    Looks like you're hitting on what I've fighted against for years.

    You get that, you get the "everything looks fine I'm just gonna brush over this part wow... *boom vertice explosion* wth happened ??!!" one, anyway, it's all fun, once it starts it's a never ending death. 

    The only thing I was doing to TRY to avoid that was save incrementaly very often, because you simply trash the scene file when it happens, no point on finding WHEN it happened, you can't know for sure. So you just trash the thing and restart from an earlier segment.

    This result in multi Gb projects... and so much lost work you just want to do damage to something.... 

    GL.

    At this point, I prefer to use the much less practical alternative, it's much less fun, it's heavy on ressources, but at least you can work without expecting everything to fall appart because some bug is in a tool you just used.

    I hate to say things like that because obviously A TON of work went into this room, and it shows, but as long as those bugs exist... I prefer to use ZCrappySculpt at least I'm not constantly worried I may have done something that destroyed the entire project without even noticing.

    • Like 6
  4. Pose Selection does not ignore geometry hidden with Surface Hide tool. Is it how it is supposed to work?

     

    I converted the layer to voxels, filled the voids (Close Invisible Hulls was introducing some artifacts to this mesh, so I decided not to run it) and converted the volume back to surface. I then decimated it back to 400k (the initial polycount from before the conversion) and all smoothing algorithms began working correctly again. So I think the geometry got corrupted somehow. I'll send this VoxTree layer to support later.

    You hit the two bugs I've had for years in 3dc.

    Some tools corrupt the geo, it creates the nasty geo you posted, and then since there are holes or non manifold geometry it slows everything down to a point it's unusable.

    The only solution is convert back to voxel, lose almost all the work... and the worst part: usually it all comes back...

     

    I've had a 3d break for personal work for a while, but the last time I tried to do something nice with it (a few weeks ago), it happened again and went "well so long I'm going to the other one"...

    Sad but true. Not hating on anyone here, but those bugs have been around for so long I see no point in trying anymore.

    I know it's not easy to pinpoint since I don't even know how to get there myself, but this is so frustrating it makes sculpting in 3dc both the best feeling and the worst experience possible when this happen.

    • Like 3
  5. It's said that Churchill only slept four hours a night but he also took short cat naps.

    I sleep 3 hours a night (except week end when I take 9-10hrs).

    I take 15 minutes naps on afternoon, just closing my eyes listening to music, feel refreshed after that.

    It's ok, some people don't need much sleep anyway. In the end it doesn't matter we end up sleeping a third of our life, no matter what (if you get my meaning) :D

    • Like 1
  6. You definetly should! I have nothing but good things to say about SAI;

    -It's very stable, don't think its ever crashed on me before (something I only wish I could say about PS).

    -A fantastic built in brush stabilizer, which in some ways I even prefer it to the one in CPS.

    -The cleanest color blending of any painting app I've ever tried (to create a great Blur brush = set Water color brush to 100% density+blending+dillution, and 80% persistenece).

    -Full support for layer groups, masks, blending modes, and PSD import/export (so can use it with 3DC no problem).

     

    Seriously, it's awesome :)

    No, try clip studio paint.

    Then forget sai... it's that good.

  7. Yeah...that's pretty impressive stuff. Looks like they've really been studying 3D Coat. Makes me wonder if AD resents 3D Coat's emergence into the Digital Sculpting market with impressive technology that Mudbox doesn't have. I'm certain they have heard over and over and over again "Why doesn't Mudbox have ___________like 3D Coat?" They added their own version of Auto-Retopo a few versions ago, so you know AD is fully aware of what 3D Coat can do. Wouldn't be surprised if they didn't try to buy 3D Coat from Andrew, just to remove it from the market and give it the XSI death sentence.

     

    By putting most of Mudbox's tools in Maya and adding a lot of 3D Coat functionality, I presume AD feels they can leverage those tools better under Maya's banner. Which isn't a bad idea. It stands to hurt new sales of both 3D Coat and ZBrush, depending on how well it performs. That Spline deformer is something I've requested a few times, and should be relatively easy to adapt current tools (SplineStroke Draw mode + Gradient weighting from the Pose Tool) to do. It will definitely need to added now. Andrew can't rest on the toolset, nor try to pick the low-hanging fruit (easy to do, but not a lot of impact on a user's workflow). Sculpt Layers is a must, and some sort of basic rig for posing characters. The Pose is ok for many posing tasks, but it's not very flexible. You cannot store a pose selection oftentimes, because the mesh state changes, and you get an error. I even got the error when there was no changes made...so, in practice, it doesn't really allow you to quickly go back to a limb and adjust it. A basic IK/FK rig is in order....just for very efficient posing.

     

     

    Now they're just merging all their meshmixer tech into maya. This always have been the plan since they acquired it, it goes along with 1,2,3 sculpt etc.

  8. 4.5.08

    - AO OpenCL baking routine problems fixed.

    - Cube with fillet primitive

    - Sphere primitiv density fixed

    This is first build compiled with VS 2013, it should be stable enough and may even be faster, but need to be checked carefully.

    In compaison to 4.5.03 it contains many important fixes, so if all is OK this build has chance to be next stable point, so need your testing.

    Also, I started code refactoring to make code beter organised, documented and more readable. Possibly 3D-Coat will become half-opensource (but I may not guarantee).

    In next month no new features will be introduced and no important fixes expected if this buld will becme stable because I need to perform refactoring. Othervice we will not be able to deevlop in 3-4 years because of code complexity and disorganisation. So this stage is very important for future. Refactoring will not bring something new to users but will allow fo fix problem easier and deveop faster, extend programmers team.

     

    Hmm, I don't know how you'll take this but hearing you talking about refactoring is probably the best news I've read in a long time here.

    Take your time :)

    • Like 1
  9. I dont understand ; if you want non-human made materials just make some....the app whether its coat or SP just allow you to paint realtime on a physically based shader.....you can make candy,leather,plastics ...nobody is forcing you to make chromy metals or concrete like materials.

    What Im trying to say is that its ultimately you the painter/artist who is feeding your channels with values/samples and define materials...

    (unless you rely on the software libraries)

     

    Im looking foward to SSS too, but Im not "waiting" for it...maybe its because I really just use it for skin and haven't got any need for wax-like materials yet...

    I think your summarized the issue in your last line.

    You need sss everywhere that isn't full solid with large thickness.

    Think clothes, skin. If you do character, pbr only is usefull for accessories.  :/

     

    OFC, I can sculpt without it. Not a problem, but if I want to do an accurate portrait, SSS helps a long way... I can approximate depth much easier for instance.

  10. There is no SSS shader in Substance Painter and its still leading the pbr painting market at this moment....

    And that's why I hate Allegorithmic, even if I have friends working there: all their tools are geared toward human made materials. And it sucks.

    All they have to show is hard surface textures and procedural concrete-like texture :/

    Sure they do it well, but it seems this generation of games is all about super shiny chromy metals...

    Reminds me of the overdone specular days back when normal mapping was being adopted by the industry...

    • Like 1
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