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BeatKitano

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Everything posted by BeatKitano

  1. Indeed, but there's a y axis lock option to do what tinker describes, just like there's in the options of 3dc regular navigation settings (rotate around y axis), but it's ignored in zbrush style navigation...
  2. It's definetely better, but not quite there, watch the twist of your two bones in forearm, observe how they deform the enveloppe, that's the key to get it, right there. When looking at your own arm in that pose, try to imagine the silhouette of your arm in the different angles. I tried to help a bit there, but without the 3d model I'm sucky at explaining.
  3. It was done to avoid modifying an hidden layer if I understood correctly, but I understand what you mean, I don't know if we can have the two at the same time, so I'm with you as I can relate to been annoyed in other software with that behaviour Also, Andrew, the bug I mentionned here, is partialy gone on my side. The substract part was "fixed" after switching to zbrush navigation back to my custom navigation. I don't understand why it did that but if somebody has it, here's the info. Now I can use the incremental render, and it's even smoother, really really smooth (I would say almost as fast as mudbox, which is "buttersmooth"), this gave me even more motivation to finish my current projects Andrew, I have a question, is the new brush engine on voxel completely cuda optimized now ? Or can we expect some more awesome moments ?
  4. Agreed, and to soften the face a bit (more womanly), i would add a tiny bit of fat over the corner of the mouth, and reduce the cheekbones. Body is starting really fine though Is there some base mesh involved ?
  5. I don't want to make waves again, but if it doesn't work for you, don't use it, I personally found it extremely usefull before vox brush overhaul.
  6. AbnRanger, I will resume: don't care. If you really want to fight do it in private. There's no point in discussing this things in public. v_m: I guess, I didn't download your file but judging by your description, is that you started with a really big object, which accumulate lots of points already, and since it wasn't enough you up resed a few times. The problem is the object is so large you need a huge brush radius to use broad strokes. It's a beginner error, I know I've been there ^^ What you should do, is start kinda small, even if it's very low res and not really easy to sculpt, then up res. Because if you start big, you need big brushes, and brush size is the big bottleneck in 3dc so far. Also sorry for "calling" you a troll (I wasn't saying you are a troll I added I won't judge that so quickly), I guess PSmith didn't see the nuance. nevermind I see now that you're sincere, and I hope this will help you a bit.
  7. You sure have an hardware issue, or you're a troll (but that I won't judge yet). I've a "superbeefy" machine almost like your (gtx 480 apart), and I've not yet encountered any crash or slowdown that made it unusable due to high polycount, I even went as far as 90 millions tris (just for lol i didn't need that much yet) I suggest you to upgrade all your drivers (system and graphics card), that would be the only explaination for slow execution, because 3dc is capable to handle much higher polycount than zbrush on a cuda compatible card.
  8. Andrew I'm not currently working with symmetry on my goblin model, it's completely asymetrical, and I've ABSOLUTELY NO artefacts. I don't know yet if you fixed it completely (that would be awesome), or if the remaining artefacts are completely tied to symmetry. Just for your information BTW to make this post more useful: half the mesh is rendered incorrectly or not refreshed when painted on when incremental render is activated with a depth shader selected and symmetry. (3dc 3.5.04D ogl x64 cuda) When I say it's not refreshed, it means when you add to the vox model, it is refreshed, but when you substract (or smooth, which make some points change to a substraction state), you have to rotate the view to see the changes (or just press alt when using maya navigation ahah), and that happen with symmetry on or off.
  9. I don't think someone can provide you a "working workflow", voxels are so open by nature that the only advices I could give you would be those given by my instructor when doing clay sculpts: -start blocky, try to feel the weight of what you sculpt -find shape that you like, rythms -watch negative space to give breathing room to your shapes -don't think, do, have fun. For the technical side of the application, well I would do what spiraloid seems to do: experiment, you will find your weapons of choice. That may sound light, but if you follow those general advices (which are working in a ton of domains in graphic arts) then you should be fine and that will keep you busy a lifetime (unless you're a super genius)
  10. I don't know, but I can say it now, without looking like a blind fanboy: if Andrew continues at this pace 3dcoat is the new sculpting standard in 2-3 years (maybe sooner if he works on polishing stuff before adding new features).
  11. Funny i get the contrary, way bumpier without cuda, with it's smooth and fluid.
  12. Andrew, what can I say... IT'S SUPERCALIFRAGILISTICESPIACIALIDOCIOUS ! No really scrape tool is now useable (meaning it flattens without doting), the overal strokes are fluid, avoiding that dot effect that made them barely usable for precise work. Vox Clay is as fast as rapid brush now I was using surface brush 80% of the time, now i think it will be 20% at most ahah. If the cuda version is not completely optimized I can't wait for the optimized one. Hats to you sir ! Andrew, what can I say... IT'S SUPERCALIFRAGILISTICESPIACIALIDOCIOUS ! No really scrape tool is now useable (meaning it flattens without doting), the overal strokes are fluid, avoiding that dot effect that made them barely usable for precise work. Vox Clay is as fast as rapid brush now I was using surface brush 80% of the time, now i think it will be 20% at most ahah. If the cuda version is not completely optimized I can't wait for the optimized one. Hats to you sir ! [EDIT] I can know say that precise sculpting is possible in 3dc without ressorting to zbrush. A few change in the brushes behaviour and zbrush is past.
  13. Are you sure it's not possible ? Like an angle estimation done on surface mode, if angle > x (x is the limit specified by the user): don't change the point cloud on the affected part when we switch back to voxel mode ?
  14. Yes, but the export as dense quads is like his name says "dense". So, unless you have a fair amount of memory it will be painful, and you can't have division (at least you can't reconstruct from the high res version), you still need to remesh/project to do that. Something that may be done, didn't try it myself and that's kind of a slow process but: degrade your voxtool a fair amount, export as dense quads, import in zbrush, export the high res version as dense quads, import in zbrush, divide the low a couple of time to get enough poly to reproject the high res version onto low res version. I think that way you can have a fairly manageable version of your voxtool with a few subdiv levels fro adaptive degradation to kick in and maintain stable performance. But as you can see that's a sloooow process (and again that may not work as expected). And as always it's better to have a real polyflow especially if you intend to animate your base mesh sculpt.
  15. Are you sure it's nto a resolution and/or a scaling issue, your pic looks ok to me, it's just low resolution + black ambient shader.
  16. Then the blackhole/spiking vertices bug is not corrected. That's what I was talking about earlier, and if you press enter, it jsut create chunks of useless geometry. I'm downloading, waiting to confirm. [EDIT] CONFIRMED with voxels brushes. Even if I'm still "complaining", I would like to sincerely thank Andrew for the last few versions, the changes on the brushes and the way they work is a very important step toward general usability of vox room. Even if there's still room for enhancements, the changes so far are pushing my enthusiasm for the app. I hope it continues till it feels really natural
  17. Well, I have aa gf 480 and ogl is definetely faster, so it's not reserved to pro versions.
  18. Agreed, it's as if the tool was waiting to reach another chunk of points from the point cloud to start affecting the surface. Also, Andrew, could you make the falloff be remembered by the tools ? It would be more cohesive and pretty useful. And I have a question, is it possible that the change in brush engine doesn't show much on my side because I have a pretty decent computer and that it compensated already ?
  19. Didn't see any change in the brush reaction to be honest, but I REALLY like the alpha association by tool. Hmm, I'm getting tons of artefact when sculpting in surface mode... Holes, vertices spiking around etc... Not good, at all :x Rapid brush + quick brushing= ogl 64bits cuda but doing the same in direct x version
  20. To be perfectly honest, both brand work, but in my experience, and in professional surrounding, ati gets lots of quirks around cg apps. May be ok for games, but for 3d art it's certainly not the wisest choice (though some don't have those problems I know, but I'm taking about numbers here, and numbers don't lie)
  21. Rich_art, don't make that mistake, because one app doesn't support cuda you're going with the underperforming card in cg apps ? If you were just a player I would say go for it, but since you've interest in cg creation, why bother with buggy hardware/drivers ?
  22. If you're talking about using a mat sphere, it's pretty easy, click on a material create a new one, select the sphere you want, done. If you're talking about creating something else than mat sphere, then your only shot is modifying an existing one with a text editor.
  23. "I made support of new brush engine for microvertex/ptex painting. Starting voxels..." - Andrew Oh my \o/ I'm hoping some talented people (I'm not including me in this list btw) on these boards get to give feedback during this rewrite, cause as I made some comparison between zb and 3dc, I discovered 3dc is actually more responsive to high polycount than zbrush (zbrush is cheating with adaptive degradation, but export the full res with no subdiv level in both apps and see who's having a hard time :> ), it's only the brush precision which is lacking
  24. Michalis, I agree 3dc is not always stable. But don't be so bitter, cause you always have the save on crash happening, and it works. You could indeed have autosave activated and set to 1 minute and still can't work because the app crashes before the 1 minute deadine. In a word, you could be working on silo. But thankfully 3dc is certainly not silo @Artman: I tried your suggestion, so far no more crashes, I hope it will continue, if it does I'm a very happy man till Andrew fix it
  25. Yeah I kinda found it to help, but didn't make the link, I will follow your advice to see if it's THE workaround. Thank you.
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