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artman

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Posts posted by artman

  1. Andrew,i just noticed using new Creaseclay that setting very high detail value like 5 does not make the polycount explode and really stays steady and fast at any radius providing just the needed sharpness....very cool!! ! :) it makes it much faster to use,especially when crossing over already tesselated areas.(and Im using extremely low spacing values)

    Great improvement!

     

    Edit: Been using it for all morning,really great!! :)  the main issue is really how much it weakens with really small radius.

    Or if somebody (like Beat) use even weaker wacom pressure setting then the brush becomes even weaker... I guess allowing just a wider range of depth and let user decide min-max of slider would solve the issue (it works like that in mudbox: Doubleclick on slider start/end to set fixed min,max value (of course user need to enter value numerically to make slider broader/smaller after that..).

    Not sure how hard that would be to implement :) Seems its hard to adapt ot everyone....In worse case scenario I guess I could live with making myself multiple presets based on radius usage but a better solution would be welcomed.

  2. Question: Is anyone bothered by the fact that cut-off tool output mechanical cutting ?

     

    There's no substance to the edge that result from a substraction with this tool. It's "useless" unless you do a smooth all or local smoothing with shift. Cut-off is an awesome tool but it suffers a terrible lack of edge output parameter (something like a "bevel" or even a simple relaxing value).

    its an issue with cutt-off and booleans in surface mode.

    Andrew made them super-sharp...

    Its great because you can make a crazy spline-based cut on a 2k mesh and its gonna be super clean. :)

    Like if the mesh was 5 million polys.

     

    But its also its weakest point and why I prefer voxel cutting/booleans....its smoother,more forgiving,you get all kind of nice bevelling effects ect..

     

     all the crazy HS stuff we see on facebook nowadays by guys like Fuad Quaderi are ALL in voxel mode.

    Those guys never jump into Sf mode and its a shame because imo its where the gold truly is as far as freeform sculpting goes.It would be great to be able to do booleans and cuts with beveling in sf mode that somehow emulate the smooth and various outputs of voxel mode.

  3. If I set it to 35 it just makes crazy nosy indented shape. I may increase indent valuability. Do you agree with:

    1) Remove extrusion modulator, it will be controlled by Depth slider.

    2) Instead of extrusion modulator there will be Pinch strength like in Pinch tool.

    So, do you want to do it like Pinch but with dynamic tesselation?

    Vote for this?

    1)Of course...

    2)Sure...but it should behave like current Depth slider,behavior is just perfect it is just misplaced/misnamed

     

    I dont understand "do it like Pinch but with dynamic tesselation"...brush is already perfect.

    Smaller details just need more strenght a little....I dont understand why you get crazy indent at 35,

    here is picture of what I get at 35:

    post-1195-0-16283600-1393606441_thumb.jp

    as you can see smaller strokes are not even that extreme...

     

    (please place both slider in upper Ui,there is enough place)

     

    Btw:new UVs flattening kicks some serious ass...looks a lot like Zb UVmaster,Very cool! :)  especially on the extreme test.

    Its definitely better than ABF.

  4. But making extrusion absolute and independent on radius makes extrusion very big with small pen radius and almost invisible with big one.

    So, may be you used to it, but it is not correct.

    Well,now its the opposite....extrusion with small pen radius are almost invisible. :rofl:

    I dont want to do 5 strokes just to make an eyelid....even in Zb Damstandard is not that weak with small radius,

    so maybe boost/balance it a little more...

     

    Edit: ok,Ive been using it more and I agree it must not be absolute...I cranked Extrusion modulator to 35 and I get decent small details

    extrusions...but i think its a little extreme that I need to use such a high value so maybe boost small detail proportion /strength 20%

    also Extrusion modulator needs to slide to much higher value than 2. ....100 should be maximum of slider, 2 is absurdly small.

  5. Updated to 4.0.16

    - RMB menu shifted to right, items rearranged a bit to avoid random activation of commands whilesculpting.

    - Flattern got CTRL action similar to clay to be able to buildup among flettering sessions.

    - Crease clay works independently on pen's radius - extrusion is proportional to pen radius.

    - InstallToMenu script problem fixed

    - several mantis issues resolved

    Mac&Linux updated to 15B

    Ok I dont understand why you made extrusion is proportional to pen radius when using Creaseclay

    its very weak with small radius and very strong with large radius,so if I work on the smaller details I need to crank extrusion value

    and if I increase radius to do bigger details I need to move the slider back to a lower value.I dont see the use of this.

    Even if I press the hardest I can with the stylus the extrusion is very weak if radius is very small,I have a hard time just sculpting eyelids for example,I need to use 4-5 strokes just to do one wrinkle....

    it means I need to make 2 presets: one for small details and one for bigger details...

    Radius should be affected by pressure...but I dont understand why would pressure be affected by radius.

     

    BTw Depth slider should control extrusion and not an "extrusion modlator" slider hidden in tool option,it is not good for new users

    (curves for extrusion would be great too)

     

    slider called Creasing strenght should be added to avoid confusion

    (slider would do what Depth slider currently do)...its just a matter of renaming and relocating those 2 sliders correctly.

    It is misleading as Depth imply "extrusion" and not pinching/creasing strenght to users coming from ZB/MB ect...

    (It could also be in top of UI instead of in tool options,there is some space left with that tool in the ui to add one more slider.)

     

    I hope Im not too confusing :) ,basically Im just saying those 2 things should be swapped.

    • Like 1
  6. I have same issue as Carlosan where all volume layer names are renamed ROOT.

     

    Also about preferences option to turn off RMB properties:

    I would like to disable new RMB properties ON MESH .....not in the whole program, :)

    (btw with new changes accidental pop up happens much less,I dont know how you did it but it works great but I still want to disable

    On mesh feature as I dont use voxtree properties tons of times when I work,just using it from voxtree is enough for me.)

     

    What I would like though is that Picking/pick tool would open closed voxtree branches when selecting a children...that would be very cool.

    Would that be hard to implement?

     

    also there seem to be some other serious issue with this build I get weird grid artifact when trying to sculpt.

    (could it be related to .xml files ??.should we do a clean instal?)

    post-1195-0-49891300-1393176100_thumb.jp

  7. i've made a scene of wall and rocks in max with diffent object build in 3D Coat with normalmap only.

    I've around 8 differents block that I've multiplied to get a wall.

     

    now, I d'like to get the wall back to 3ds coat in order to paint diffuse etc...

    the trouble is that when I import my models, 3d coat instances all the copy together. it means when I paint on a stone, it paints the same thingon all copy of that stone!

     

    the only way i've found is to save each stone separately, to import them separately in 3dcoat,

    And if you want to have your normal maps loaded, you have to import them manually for each stone (because when merging it detects that the map is already loaded and doesn't import them).

     

    any idea? any script?

    (I cant even get the applink work to help me!!)

    maybe its because your blocks all share the same UVs....

     

    try to separate the UV islands in Max before exporting....

  8. Updated to 15B

    - better compatibility with tablet's RMB - it is easy to distinguish RMB click over object and pen params variation.

    - stamp problem solved

    - merge tool problem with multiple objects solved

    - FolderDialog command in script to choose foldeer

     

     

    Can this new RMB feature be disabled somewhere or be assigned to a custom key?...Its really cool and useful feature but  it keeps

    popping out whenever I try to zoom in/out of model (I never hold alt when I work)..its super annoying because now I need to have my finger constantly on Alt button while before I could zoom in/out while pen was over model without need to hold alt,also sometimes it pops when I try to resize brush radius...it makes it very difficult to sculpt with this...please make it optional in preferences or navigation settings.

     

    thanx

     

    Edit:Been using it for only 20 minutes and I already accidentally cloned my volume 5 times,and involuntarily tried to detect/close holes multiple times.... :rofl:

    • Like 1
  9. Im currently using Stamp mode in vertex paint and Im encountering 2 big issues with it.(probably issue is in other modes too,but i did not try)

     

    1)The Stamp is applied dozens of times while Im dragging the scale ...like a trail...its impossible to drag/scale an alpha image with it like in zb/mb.

    The way it should work is: Stamp is applied when dragging is released....not while dragging.This is the way it works in zb/mb/mari.

    Otherwize its impossible to drag images on mesh without creating ugly trail mess...

     

    2)Undo does not work when I try to undo that big trail mess.

     

    Do anyone also experience this?

  10.  By the way, you can use all the NoisePlugs in ZBrush without UVs applied.

    Try it using tiled alpha maps like tiled fabric,metal rings ect... You will see that without uvs it does not look nice at all. :)

    Cubemapping is much better in 3DCoat than in noisemaker anyway...

     

    Also "the frozen areas would be your uvs" I dont see how that would give the surface any sorts of coordinates as fas as distribution of tiles...its just a selection you are talking about. Distributing fractal or procedural  noise over surface without uvs is easy,Fill tool does it already...but when distributing tiled images over a surface that has many curve/plane changes is very difficult to get nice distribution without uvs.

     

    The specific picture Carlosan showed is using Uvs and would look awful without uvs in noisemaker.

    attachicon.gifNOISEMARKER.jpg

  11. So noisemaker alternative must be a Paint Room tool ?

    Well,you can already use it to directly add depth/color ect in Paintroom wihtout filling with freeze before hand....so its already there,there is no need for an "alternative".

     

    Solution is of course to allow import in surface mode that preserve Uvs/ vertex order...but it would be impossible to use LC brushes and keep those,so user would be only allowed default SF mode brushes.

    Same thing with dynamesh in Zb,it pretty much kills any Uvs.

  12. Note that in 3DCoat merging with the "on pen" option is available, which falls in the same category of tools as Insert Multi Meshes.

     

    To me it appears a very odd and needlessly convoluted workflow to bake an image out of a 3D object (lossy in tendency) in order to transform portions

    of a mesh to the shape of the original geometry – that is, when one can simply take the real (still editable) piece of geometry to perform that task as well :) .

     

    I believe that this ear-sample created by the Mudbox-makers primarily was a proof of concept - intended to impress people. In this area that clip clearly was effective,

    but I can not imagine anyone using that technique regularly – at least inside an application which allows merging in real geometry as well!

    This is not intended as a talk against Vector Displacement – but I rather see its merits in use as texture-maps, derived from finished models.

    Could not agree more .:)

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