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artman

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Everything posted by artman

  1. Isn't it what he is asking for? edit:lol :lol: you're not talking to me are you? you are replying to Ninja Taco. We must have pressed add reply around the same time.
  2. I never need to manually delete each curves, I just press "escape" there is an "export-export curve profile" option in voxtree rmb menu.
  3. Thanks Andrew,it's all possible because of your program . I keep a last Increase Resolution for each parts in my sleeve that I will use only at the very end.Just before render. I'm starting to understand how it works now. -merging parts earlier in the pipeline so the smoothing of seams between parts is possible THEN start increasing resolution. -making all symmetrical details before the assymetrical in order to get a full advantage of the sym copy feature
  4. more work on the eldar gravtank
  5. they were both started from the default sphere, transposed a little (squeezed,squashed ect...) then I used skin extract and the E panel to cut out unwanted chunks of mesh . very easy...(easier if you can get higher polycount than me) cheers
  6. an early start on an Eldar Falcon grav tank, it 's gonna very hard to do it as I planned because I just found out I can't sculpt above 2 million tris and even at 2 million smoothing becomes impossible(9-25 fps). (yeah...I just started using Show Info,all this time I thought I was able to reach 6 or 7 mil at least) Anyway,I'll try to do my best but I'm really jealous of peoples that can reach 8-15 mil in 3dcoat and still get good sculpting. I feel like I got infinite freedom but I can't use it ,it's very frustrating. I got Quadrofx 1700,4g ram ddr2 800MHz on an old dual 3000mhz. and I get 12-16 mil in mb and zb. I think I'll make more freeform sculpt instead. 2 mil is not that bad considering the fact that voxel models topology is always even. But still,I'm jealous....
  7. 2 other bugs: alpha47(both dx and opengl) I get that on this simple box made from the default sphere ,when I try to increase reolution twice. also when I use the "export this object" option in the voxtree rmb menu the created .obj scale is always wrong on an axis. But when I use the "export full scene" option there is no problem.
  8. here are a few shards of ongoing characters, few among many experiments since Alpha 42.3dcoat is alot of fun My goal it is to make eleven1 0 0percents head-to-toe 3DCoat characters with absolutely no .obj imports beside the default sphere and the cube.Now sculpting is very solid. It is important that I state that the way I work generates characters that will look good only at the very end of the pipeline. So,it means that until the final brush sequence the models will looks blobby and sloppy. So please bear with that for it is what w.i.p are abouts.I'll try to update once a week from now on. necromutant (very rough start up,not real details) android detective (again just defining form) early experiments for a dwarven armor (E panel +skin extract)
  9. lol I'm glad that was removed fast I don't know what happened I only pressed "add reply" once.
  10. You mean adding voxels instead of cutting? Great!! I knew you were cooking something awesome when you talked about drawing with closed curves. Can't wait..... Also a little note (to people wondering about quadrangulation benefits) beisdes the obvious advantages,quadrangulation will allow complete sculpting interraction between 3dcoat ,mudbox2009 and Zbrush . Because the only program that breaks the triangle barrier and allows you to use ANY .obj regardless of it's topology is 3Dcoat. If you try loading a .obj full of triangles in Zbrush (or even Mb2009) you'll get a mess when you try smoothing the mesh. Because it converts everything into voxels 3dCoat is the ultimate 3d integrator and convertor. You can sculpt on Any mesh. From any apps. I think it should be stated on the website,because it is true. 3DCoat allows complete sculpting integration of any mesh from any apps. if you start thinking about it ; the possibilities are endless:( Google SketchUp,MOI3d....ect) Have you ever tried sculpting on a Moi3d exported .obj in Zbrush ? It's impossible.(because of the tris) While in 3dcoat it's very easy. Quadrangulation wiill allow real back n' forth interaction between 3dc,mb2009 and Zb. (that is ,of course, only before 3dcoat becomes your only sculpting solution and I can see that being very near... hehe)
  11. Hi guys ,(or girls) I found a workarounds to the 2 problems for which I needed a most immediate solution in order to fully experiment with vs power so I thought why not sharing them with you people maybe some of you are dealing with those problems. problem1: Transpose "select by pen" mode does nothing on your model(no selection) (I posted about this in Bugzz section) solution: I noticed the problem occur only once I've saved my file and load back the.3b If instead of loading back the file the normal way, I use the "Merge .3b" option in the voxtree rmb menu "select by pen" keeps on working without problems. problem2: If you are like me and you really like cutting with the E panel you probably noticed that it's nearly impossible to cut using precise curves. You can cut by "closed spline" but it only allows you to cut inward shapes. You cannot do outward shapes unless you use the "subtract from" option or cut with "paint with drawn contour" mode . The thing is using this mode it's impossible to do precise curves because of the natural shaking of the human hand. solution: (I'm pretty sure Andrew will allow cutting with unclosed splines in the future) But "meanwhile", I found out a little program called Handwizard that stops the wiggling of the hand and allows you to use the "paint with drawn contour" mode inside 3dcoat with extreme cad-like precision. www.microxe.com/ The hic is that but it took me 1 hour to properly understand it(maybe I'm stupid ) I found the manual very complicated not user friendly at all. So anyway,maybe some people will find it useful . cheers
  12. the 10meg file came down always above 400k/sec cool
  13. alpha 47 cuda(quadrofx 1700) transpose mode "select with pen" does nothing on a lot of my models.(no selection is made,but the two-redpoints drag line is there) (but strangely it works fine when used on the default sphere) in Gl version transpose mode "ring" doesn't show the selection gradient (ok in dx version) undos on transpose actions gives weird results ( like multiple undos) but still transpose is a lot of fun and very powerful
  14. most powerful retopology tools ever I think better speed and choices than topogun better visibility than zbrush 3dcoat retopo is all in all more powerful and versatile only miss one thing: when you press yhe Subdivide button the mesh isn't snapping back on the reference mesh (Topogun does) (it should be easy to implement because it is already working that way when splitting an edge ring and I don't understand why it's not working when pressing subdivide button) also- when using retopology over a voxtree subobject that has been rotated around it is very very needed that we can use the local symmetry plane instead of the default symmetry plane. Otherwise we must manually reorient each subobjects and doing so they loose their original position and rotations on the model. I can't think of something else....(so to me that means it's very close to perfection )
  15. alpha 46 1-now both extract skin and "substract from" work fine in both opengl and dx 2-"export this object" in the rmb menu of the voxtree still doesn't work it exports an empty .obj also I forgot to mention this bug but I got this in all alphas I've tested :whenever I delete a subobject the subobject disappear from the screen but when I export to .obj or press "to polygons" the deleted subobject is still there. The only way I've found to delete it is to use the rectangle cutter of the E panel. I need to do this each time I wanna delete a subobject . ...the sculpting feeling is great very solid now that I know good brush sequences
  16. (ldzywsj: try checking the invert mirror box,it worked for me ) alpha 45 cuda "Substract from" in vox tree options doesn't work for me anymore. (worked fine in alpha 44 simple) edit:this problem occur only with OpenGl maybe related to card quadro fx1700 also the new export indvidual objects doesn't work for me either it exports empty .obj but the new export whole scene works fine.
  17. Great -extract skin and extrude are now perfectly working for me with alpha45-
  18. you need to overwrite the Unicode folder with this one everything should be fine after that
  19. A very simple thing:a button to bring the model back to the center of the world(position and rotation) (it VERY important without this retopology of vox tree subobjects cannot be done with symmetry.)
  20. thanx I know that, I think my question wasn't clear . What I meant is I want to know how does it work. When I set any value with either extrude or extract skin Just get holes in my modesls. Am I the only one having problems with it?
  21. Wow!I just noticed this. First I thought it didn't work because the cursor on screen act like the symmetry is off but, when you start to sculpt it works fine,everything keeps it's symmetry even after many moves and rotates! It's far better than Zbrush's local symmetry.Great! I think It's the only way to truly enjoy sub-object sculpting. Which means you can take a sword ,move it and rotatate it on the side of the belt and still be able to further sculpt in symmetry whenever you want. I think this and instant duplicates of subtools should be showcased features on the website when v3 gets out. On another topic: How does skin extract and extrude works,people?? a little gift :to try(on a fairly high resolution sculpt) extrude brush with fourth pen and soft stroke setted at 500(yes 500) and inverted tool action on. Merry wrinkling!
  22. alpha 43 Vox tree works fine as far as import,delete,toggle visibility on/off goes Very cool! increasing res works fine too exept that sometimes they swap(meaning increase becomes decrease and vice-versa) seams to have a lot of issues with undo command Transform button does nothing will keep testing fantastic update (on the bad side ,13days seams to have magically disappeared from my trial length, )
  23. I found a workaround to the bug I mentionned earlier (see previous post) I just need to use flaten along with another surface tool like "draw with pen" and I musn't use it along with the airbrush otherwise I get the artifacts . Draw with pen is as cool as the airbrush so I don't mind.
  24. Alpha 42 whenever I use the flatten brush after a while some strange artifacts appear on my models. I cannot smooth or affect them in any ways. So I tought they were just display quirks from the graphic card (quadrofx 1700) so I didn't pay attention. But when I save my file those display quirks turn into real mesh artifacts. The thing is the further I sculpt (alternating airbrush and flatten) more often and biggers they become. I tried cuda on/off incremental render on/off GL and DX I didnlt want to download cuda for win32 so I've only worked with the 64bit versions so far If somebody think it can help I'll try 32bit instead here is another example showing how it turns into a mesh artifact when saving the file
  25. I'm just posting this because I'm sure it's easy to do. When you set the brush radius above 50(like 150) it would be good that when you try to go down with the slider it didn't go back down instantly to 50 and expand the slider to 0-150 instead.
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