Jump to content
3D Coat Forums


  • Content count

  • Joined

  • Last visited

Community Reputation

777 Reputable

1 Follower

About ajz3d

  • Rank

Profile Information

  • Gender
  • Location
    Warsaw, Poland

Recent Profile Visitors

3,315 profile views
  1. ajz3d

    3DCoat 4.8 BETA testing thread

    I'd like to know about the progress too.
  2. ajz3d

    Retopo - next big Step

    I'm a little bit torn about what I'm about to say now because I like 3D Coat a lot and have been using it for many years (and will still continue to use it), but in my opinion none of the retopo solutions currently available on the market (including Houdini's TopoBuild, which, even as a long time Houdini user, I don't understand why everyone is so excited about as it doesn't offer anything new) can compare to NVil's Draw Mesh SteamLine tool feature wise. For me this tool offers the most efficient semi-automatic retopo right now, and NVil has been my "go to" app for this kind of jobs ever since this tool was developed (to a point where I spent two years trying to run it under WINE, as it's totally windows app unfortunately - but it works on 3.20). When Farsthary first announced that he is working on new retopo tools (and it was way before the Draw Mesh work even begun, I think), I imagined that those tools would look exactly like Draw Mesh. You draw main edge loops and let the algorithm generate the fill geometry for you. This is extremely productive because you don't have to waste your time to draw geometry that needs to follow some kind of rules anyway, and as thus shouldn't need your attention at all (or should require your minimal attention at most). But Draw Mesh isn't the tool on its own in the retopo process. When retopologizing an asset in NVil, you still have access to the full modelling suite offered by the program. And its modeling toolset is pretty damn powerful. In my eyes way more powerful than what Blender 2.8 have to offer at its current state (minus modifiers, because NVil doesn't have them). Pilgway could make some sort of a deal with DigitalFossils in order to combine forces against some of the more powerful competition. Because why the hell not? Maybe it's worth a try to get to some form of agreement? We could get the best semi-automatic retopo algorithms available on the market, powerful modeling solution and excellent sculpting/texturing software combined together in one superpackage. Let's kick the new ZRemesher ass by giving the user more control on his retopo mesh. You can watch Draw Mesh in action (on a 3DC-made sculpture) on my playlist, but do note that this is an old demo of very early Draw Mesh version, and since those videos were recorded, many improvements have been introduced to that tool: https://www.youtube.com/watch?v=44ndpC8lMO0&list=PLNPeRk-wjBGiod2fk0YSaYCK0Oh6JpMQj
  3. ajz3d

    3DCoat 4.8 BETA testing thread

    Of course, but nothing stands in the way to unify the brushes between the two modes. Like I said (implicitly), I'm aware of the difference between how 3DC surface mode works in contrast to the voxel mode. Not every aspect of each brush is portable to voxels (like dynamic subdivision). But I think Dynamesh (based on voxels) uses a similar principle (add/subtract volume then remesh), minus the dynamic part of the 3DC voxel sculpting (because in ZB you still need to manually remesh the model after stretching it too much). And still, all ZB brushes feel and act in the same way in any of its sculpting modes, and all brushes are available in all modes, with maybe an exception of a few very specialized ones. Brush customization began with an introduction of General Clay Brush, or at least it looked like that from a perspective of 3DC end user. This brush was a pretty damn good start at that time, but it does have some quirks (like this one, for example: https://3dcoat.com/mantis/view.php?id=2331). If we're going to get a fully customizable brush system that would affect the surface in an even more predictable and efficient way than already existing brushes - that's already awesome. But if this system was to be consistent between surface and voxel modes - that's even better!
  4. ajz3d

    3DCoat 4.8 BETA testing thread

    I hope that the new brush system means that corresponding brushes from Surface and Voxel worlds would be unified in how they affect the surface (minus dynamic tessellation for obvious reasons). What I like about ZBrush sculpting is that all brushes are available in each sculpting "mode" and behave in exactly the same way, no matter whether they're used in Dynamesh, standard SubDiv sculpting or even dynamic tessellation. I'd like to have this in 3D Coat too. Predictability and consistency.
  5. @L'Ancien Regime, this video looks very interesting indeed, but don't we already have something similar in 3D Coat? This promo video of v4.8 comes to mind: The implementation is different, but I think the final result is comparable, if custom curve profiles in conjunction with retopo surfaces/spline-cut surface primitives were used. Teya video is playing so fast that it's impossible to see the details of the workflow, like how was the NURBS-like smooth surfaces created (at the front and back of the vehicle). From primitives, imported geometry or perhaps they were generated from sketches? Really hard to tell. PS. I really liked the first song from Teya's video. Kind of reminds me of Evil Dead 1 score. Pretty cool.
  6. ajz3d

    3DCoat 4.8 BETA testing thread

    @SERGYI, thank your for the info. I appreciate that you guys are working on it. Last time I checked, I couldn't run 3D Coat under WINE. It crashed on each launch attempt. Before crashing however, it did manage to create its configuration directories in ~/Documents - the location I don't want them to be in... Anyway, maybe I didn't try hard enough, I admit. After all, I didn't upgrade my system to GNU/Linux to launch Windows binaries. I can only imagine how using 3DC through WINE complicates the pipeline. I think I'll wait until you guys get those things sorted out, and for that I keep my fingers crossed. I have full trust in you.
  7. ajz3d

    Wacom MobileStudio Pro

    Huh? $ 3000 is much more than I paid seven years ago for my 3930K/64GB GTX660Ti workstation in a top notch Antec case, 24" Eizo monitor, Intuos 4 Pro M and other components and peripherals. This price is simply... insane.
  8. ajz3d

    3DCoat 4.8 BETA testing thread

    I received multiple inquiries regarding bugs I reported on Mantis, whether they were fixed in the most recent version or not, and I can't even comment on them because the last GNU/Linux version is months old.
  9. ajz3d

    3DCoat 4.8 BETA testing thread

    @SERGYI How long until new GNU/Linux build?
  10. With all respect to Teya's developers releasing a new proprietary sculpting software, who exactly is their target? Artists who own 3D Coat or those who own ZBrush? Or those who own both of those computer programs? My point is that if an emergent sculpting software (Teya) would be a libre software that would respect user freedom, then it would be something totally different and really worth considering, when compared to already existing proprietary software. Otherwise, what exactly Teya has to offer for a person who already uses proprietary ZB & 3DC combo? PS. Libre doesn't mean that you can't earn big bucks from it. PS2. Please don't treat my post as a hostile one towards Teya. Treat it as a post full of questions of a troubled and cofused mind. PS3. Does Teya run on GNU/Linux OS? I'm not sure if it's because of µMatrix *wink, wink* , but I couldn't find any information about software requirements on their page.
  11. ajz3d

    how to fill real holes in sculpt

    It's been a while since I used 3D Coat, so perhaps someone will offer a better solution. There is a Geometry->Close Holes command that I think is capable of closing holes that make the geometry non-manifold. There's also a Fill Holes tool that does a similar thing. However, judging from your screenshot, it looks that the holes you have, or at least some of them - as seen from this angle, do not make the mesh non-uniform. In this case I can think of two workflows. The first one is to convert the collar to voxels and use Fill tool. By massaging around the holes you will get the points of the mesh merge together and form a continuous geometry. But - it works best on flat surfaces and you will loose some surface detail on surface to voxels conversion. Also, on curved areas you will get a visible deformation in the surface. The second, and probably a better idea, is to retopologize the collar in the Retopo Room. Subdivide it a couple of times to make it better conform with the reference surface details (and correct points that fall into the holes) and then import it (via Import tool) in the Sculpt room.
  12. ajz3d

    Aquatic Hermit Crab

    What a beautiful render! The amount of detail is astounding.
  13. ajz3d

    [Solved] Linux installation instructions

    @Morgs: You might also find those instructions helpful. Theyre' about setting up licensing and custom configuration directory: Also, if I may advice you on manual "installation" location on GNU/Linux systems, I suggest to unpack 3DC into a subdirectory of /opt path. Then create a symbolic link to 3DC executable in /usr/local/bin/. Reasons: https://refspecs.linuxfoundation.org/FHS_3.0/fhs/ch03s13.html https://refspecs.linuxfoundation.org/FHS_3.0/fhs/ch04s09.html
  14. ajz3d

    3DCoat 4.8 BETA testing thread

    Good news indeed. Thanks, Sergyi.