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artman

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Everything posted by artman

  1. installing extension files is as easy as loading a file...everything is inside the file you dont need to load any alphas or curves ect..
  2. Im not gonna fight for this,its just my opinion. If people want to do this in 2 rooms I wont argue with this..I was just enumerating the changes I would like to see... Its just that I never made uvs at the same time of doing retopo work (IF anybody do so I would like to know why..)...Also when I play with my uv shells or mark seams in retopo room sometimes I feel suffocated by the countless retopo tools that surrounds me....I just felt uvs tools could use some air as they will probably even get more additions and so will retopo tools..
  3. this is not new. this is the way it works (like photoshop)(,,,I know its confusing ) its actually increasing the density of the "document" so any NEW voxel stuff you paint/merge in it is gonna be of much higher/lower polycount. Those 2 functions are only relevant to voxel volumes not surface mode anyway... Imo those 2 functions should be removed,nobody really uses them... The things you are looking for are in voxel menu not voxtree rmb menu. -To change polycount to custom values use Resample, -To Increase res use REs+ -to downgrade use proxy mode
  4. actually the depth curve is not that important its really the flatten curve that allow trimming and polishing effects... also not to negate what Carlosan said but just to avoid misleading you ; "smoother" tool is nothing like the polish brushes...actually its not even a brush... In Zb I used mostly Polish D brush (hidden in polish folder) and Clay brush,so my presets reflect what I like/use in my workflow so you might need to tweak em (but its not so easy..i dont recommend playing with depth as it wont affect the flattening the same way boosting depth in ZB might,its really all about the flatten curve(at least for those 2 brushes) ... .there is a polish brush in my presets and a Trim preset ,the one in the actual build is little harder than Trim Dynamic so I made a new one recently that you'll maybe like Trim2.3dcpack: (you load it through File-Install extension and its gonna appear in preset tab.)
  5. I just cant fathom what a monster a single layout 3Dcoat would be...Im not sure people who talks about it truly see how scary it would be.. Mudbox is already starting to be confusing and Andrew adds enough features to warrant an annual mudbox update every months haha...
  6. I never really voiced what I truly thoughts about 3DCoat ui because I feel that whatever what the other users want I'll still be able to do whatever I want with it via customization. First,Im here since early V3...so I remember how it was in the beginning and I must say...sorry for saying it...I really like the actual UI...I think its much less flawed,clogged than some of you think...I mean compared to a hell of other apps. ..(and please nobody talks me about mudbox...mudbox doesnt have a third of 3Dcoat tools and workflow/approaches...) It does not mean Im not open to changes and I am really precious about current ui state..it just means that Im never pissed about it. It really does not frustrate me or annoy me at any point in my work at this point... When I go back to Zbrush I can'T even navigate between the subtool and geometry palette more than 5 minutes before getting annoyed... Its also probably why I never really jumped in most UI related debates /discussion that have been happening those last 2 years... that said...they are of course a few things I always wanted changed and here they are. 1) Make undocking not always on ..only activated through a menu or preferences...(like zb) I dont really move around windows while I work(I dont know who does that really..) ...but the amount of time lost to accidentally undocking a window is incalculable and will probably never be given back to me... 2) Throw all UV tools out of retopo room... (who does UVS at the same time of doing retopo!!?...) Imo it only hinder the flow of the retopo tools accessibility and is also very strange to new users.. 3)ALL Uv tools should be in UV room. All baking should be made in UV rooms. Uv room could load mesh from retopo room in one click. UV room could load mesh from paint room with one click and update with one click. This is also where you would load external meshes to be uved (first reflex for new users) 4)Tweak room and Sculpt room should be merged and subd sculpting using non-LC surface tools allowed on Uved meshes while preserving vertex order and uvs on export... 5) Render room is small enough to be removed (basically its just one panel..of course it will probably get more complex in the future but never to the extent of deserving an entire layout imo) Rendering could be done directly from Paint room and sculpt room. thats all... But Im never really gonna fight for those changes,Im pretty sure some of them will find its way in whatever overhaul will happen in the future anyway.
  7. Personnaly ,I see rooms as UI configs shortcuts that I dont have to load....I never retopo while I sculpt ....and I dont paint while I retopo either...So if all tools were to be in one "room" then I would probably make myself different Ui layouts for the task I want to do that I would have to load manually while now 3Dcoat do it for me .I mean 3DCoat is such a jungle already so having all tools accessible on screen at all time is purely impossible... just my opinion here.
  8. Andrew,would it be hard to be able to allow to use 0 thickness value in Voxlayer tool (in sf mode)?? that would make a very efficient Split tool (even if surface will be not closed.) Reason for this is that split tool in surface mode is very heavy because it tries to make a volumetic cut and also its not compatible with 3dlasso. Its very difficult in 3DCoat at this point to Split models parts in surface mode when meshes are in the higher poly range and splitting is very important operation to be able to do at any stage when working. In voxel mode its very easy; Split tool works always good/fast and there is also separate Hidden from Hide tool available....it would be great if same control/freedom was there in Surface mode too.
  9. Ok,I have a small issue with new build. I loose the white/blue highlights and the input bar cursor inside numerical value boxes. Every changes to the box is invisible until you press enter (the new value,the selection(if you selected the old value) and even deleting the old value is invisible until you press enter) When clicking in the box it gives the illusion that 3Dcoat is frozen but it is in reality waiting for you to enter new value and press enter. Edit:Ok it only happens once I activate Fullscreen mode.
  10. Testing 4.1.15A feels very solid build for scultpting. But its not deep testing...I need to test voxel/surface switching and multires much more. There are also tons of LC tools I haven't tried in along time...anyway,I'll report if I find anything dramatic. Also it seems using Storesym with Storetool off work as predicted now ..so we can save ourselves banks of symmetry planes ..very useful!!...I wont have to do that awful Clonedensity+moveto routine ever again Thanx for all that fast bug squishing action.
  11. I confirm (but it wasnt in the list of fixes either) about symm copy... I had 1 hole from RS after Symm Copy but the incidence seems to be much much lower ...I mean now its actually difficult to trigger....like it went from 30% chance of happening to 1 %... Evrything else seem fine on my side But I did really just a quick test... I must go now,I report tomorow if I find something probllematic. Cant wait wait to try tappering .
  12. second download crash on start up too ,maybe upload got corrupted.... here is the report crash.zip
  13. oopss...I get instant crash on start up for both DX and Gl.... I will redownload,maybe download got corrupted.
  14. Until it is fixed you can use 3.1.08A ,its a very solid build for sculpting....your presets are all gonna be fine there and there is no holes from using Symm Copy command. Edit:BTW Andrew was able to reproduce,its gonna be fixed in 3.1.15
  15. I don't know but if issue arise you will know for sure...Beat was skeptical in the beginning then he wished I never asked him to try to confirm it hahah... The thing is I haven't found exactly how/when it started to get messed up...was it because I updated a preset? or made a new one? or used a specific sym mode (ex:general axis) ? or changed preset selection without storingsymm or because I tried to store sym? Is it because its a multi-volume tree and it conflicts with the sym mode store in the tool...ect... If your are ok just keep doing what you are doing ...I for one had to roll back to 4.1.08A build.
  16. I don't have tool options docked ...only shaders and voxtree... so to me yes that is another panel that I would be forced to dock and personally I like having some options in the top ui...I come from ZB so Im used to be looking up not down when working...so I don't care if as Beat said I get ways to still customize my ui the way I want it.Im a lot like Phil on this one I don't have a second monitor and don't want to either... Evryone is different and that's ok like that,this is why we get custom UIs in apps I guess...for example I couldn't work with a workspace like yours Don to me its really the opposite of my definition of consolidated ( heck,I don't even have brushes docked anymore in my ui let alone 2 entire rows of docked panels)
  17. I think its cool and well organised but there's a few things I'm not personnaly fond of... like having Soft Stroke and Paint modes in submenus..(.its not because zb has lazymouse toggle hidden in a remote submenu 3Dcoat should do the same...) I like that 3DCoat has them in the upper Ui section...with this ui I would be forced to dock a menu just for accessing Paint modes... ending with even less working space than I already have.....just my opinion.
  18. Andrew here are some better testing about holes happening when using RemoveStretvhing along sym line after Symm copy was used. I provided the brush I used (its a rapid2 modification for Trimming/Flattening) ,issue happens with most brushes with RS on and some Liveclay brushes too but this preset I attached will let you reproduce very very quickly. Holes test brush.3dcpack (its just 1 brush called Holes test brush) Here you can see left image is 3.1.08A after 10 seconds strokes,Right is 3.1.14 after 10 second strokes. Both are only default malebust with SymmCopy used right after opening the files. So either something changed in all LC and RS code or its the symmcopy command that create the issue... Imo symmcopy is more likely the culprit since between 3.1.08A and 3.1.14 there was mostly changes to symmetry not RS/LC... Hope that helps.
  19. no,the same jungle happen when Im in 4.1.13...I think issue don't happen until you really start making or updating a few presets with symmstore while changing symmetry modes...then I think presets for which you did not update/store anything start to get messed up.Its like 3Dcoat is then requiring you to create new presets with symm stored for ALL your presets until it knows symmetry modes for each....I think the source of the bug is that update presets feature from preset menu is broken and does not update symm mode.(for example ;Im not able to update local to global....but if I make a new preset instead of updating it will store the mode correctly...)
  20. -rename all presets to other names like MyClay ,MyScifiarmor ect...so they don't get overwritten when loading my pack manually -then make back up of them using file- make extension -Clear all presets -Load my preset pack -load your Back up pack -Now you can see old/new all together -All renamed ones will obviously be the old/redundant ones....now you can compare and manually delete ones you don't want or find redundant Alternatively you can just Clear all presets then load my pack.... which imo is the best/simplest way....but maybe you already made yourself some presets and want to keep em...
  21. you are better off with the "very few" from a manual install,all extra ones are mostly old obsolete and redundant presets .
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