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Voxelapocalypse

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Everything posted by Voxelapocalypse

  1. ...It's a lot to try to figure out. I'm still lost in there as well, but most of this is because of my lack of experience with big File System arrangements. I'm afraid to move stuff around at all, because It may mess something up, I'm not clear on what is what and what should be in what folders. Some basic screencaptures of how the layouts should look and be set up, with some "This is for the [blank] files and these files are for"...ect with some nice tips on how it all should look and work, and do's and don'ts would really be helpful. I know I'll have to come to a better understanding of it all sometime, I just keep putting that off...but it's really critically important stuff.
  2. More good tips and info. ...So one strategy could be to simply save an object while still in Voxel Mode, at a point where you realize if you go any further, and jump into Surface Mode, you may find out you want to change somethings only possible on a voxel level, like major tweeking or addition/subtraction of the object. This way you can just import the previous voxel object and rework that, then jump into Surface Mode. It would be like having an earlier stage of your model before it got out of hand unexpectedly you could always have to fall back on and regroup with and try again.
  3. ...This sounds like a really cool idea. The newbs among us will be able to learn a lot from this, watching as works are done, listening up on everyone's discussions of how things were done and the feedback and forth. I'm looking forward to this! I'm continually floored by the "oh!...THAT's how you do that" discovery here in 3DCOAT. This will really help everyone, no matter where they are with their abilities.
  4. Thanks for all the help and links everyone. I currently have no interest in animation, I simply want something like Z Brush is doing with it's mannequins and Z Sphere rigging is really all, with everything 3DCOAT does. I agree 3DCOAT has some new and nice posing features and a mannequin, I especially like the ability to "SNAP TO" a mannequin joint using the Transform Tool. However, we don't have a female mannequin, or a skeleton, either male or female...yet. I would like to be able to make my own mannequins as well, to have the ability to create "CURVES" that act as Z Spheres and use as joints for custom made mannequins. As nice as 3DCOATS mannequin is, and it's posability functions The intuitive posing I'm thinking of is what Z Brush has introduced in their mannequin: http://youtu.be/rWkq_1Z_dwk 3DCOAT has "CURVES", which seem very much like Z Spheres, and this is why and where my imagination takes off... It seems possible "CURVES" could be improved upon a lot and we could have many if not all of what Z Spheres do especially for making bone rigs, and mannequins right here all in 3DCOAT. ...to somehow have a way to create a Sphere Joint in 3DCOAT (we already can): that would operate like a Z Sphere Joint on a mannequin in Z Spheres, only it would also work on a mannequin like we currently have. That is, we would then be able to click on the joint and use it like a joint in Z Spheres, where you can dragNpose while clicked on it. This is where Z Brush really has the edge with their mannequin we do not. I'd like to see that edge here also! Everyone goes about this differently, I am really taken with Voxels and 3DCOATs other nice features, but at the foundational level, the core, I really want to start out using what Z Brush does, Z Spheres. They are like "CURVES" and "PRIMITIVES" combined...would this be a possibility here in 3DCOAT? This is why I make such a big deal about hoping we may have these features here someday, and wonder if it were possible, because I really would rather not also buy Z Brush, just to have those few other features we as yet do not. Obviously, Z Brush costs about twice as much as 3DCOAT, but those Z Spheres and what they can do really look nice. I wonder if Z Brush has some sort of proprietary copywrite on their "Z Spheres" that would prevent this from being available on a much more realized and implemented way here? Does anyone have or have you used the recent Z Brush Version and tried their mannequins or rigging? Would that be possible here if "CURVES" were to be modified?
  5. Those are good Tutorials. Thanks for posting the Links. I haven't ever retoppoed anything...I'll have to give that a try, and go to the Tweak Room. (I'm scared...haha) I'm looking for a way to make a bone Rig, while in the Voxel Room, which I just discovered while playing with CURVES and when set to HARDNESS, you can pose them like Z Sphere's...it's really awesome. But, their is no way to make a new Curve (The Sphere) snap/ hinge onto an already existing one. You have to manually eyeball it into place, which works, but it's clumsy and timely to do. (Or maybe I'm missing something). That function would really be useful here for setting up a Bone Rig, then you could start sculpting and building that up after it's posed. I'm also wondering if it would be possible to embed a Bone Rig using CURVES into a Voxel Object in theory, without it being retoppoed? That is, could Voxels somehow work instead of using a retoppoed mesh? (Could 3DCOAT be set up someday to do this?)
  6. Until I can afford Camtasia Studios, ZOOM IT will do nicely...awesome...Thanks guys!
  7. Thanks for the link to that thread ajz3D. Veeeery interesting info AbnRanger. ...yes...yessss (raises right pinky to mouth and arches right eyebrow) When I recently saw that Z Sphere's Rigging video I thought right away how incredible something like that would be here. I would be thrilled with just an intuitive and organic feeling Rigging System at least as nice as Z Brush's. The "AutoRig" feature in Messiah looks pretty nice, but Z Brush looks way more intuitive... I'm sure that could be reworked into something at least as nice as Z Brushs. Call me a 3DCOAT fanboy, but I think Andrew could come up with something really special as only 3DCOAT could offer, and people would then also look at 3DCOAT as the go-to "Posing" software to use. There seem to be a growing number of people interested in getting into 3D Modeling and especially Posing their Models, (I'm one) and are put off by overly complicated UIs, and they just languish as the dreaded "eternal newb", looking for Voxels AND the most user friendly and intuitive Posing System on the market. I've free Trialed I think most of the big names, but 3DCOAT just feels the most organic and user friendly to use. I keep catching glimpses of it's potential...like if it had a Rigging System like Z Brushs, that "Newb Friendliness" would translate very well into that application also. Together, they would offer a "3D Newbtopia", and Pros would likewise appreciate it's ease of use all in 3DCOAT. We have these Voxels...I can't help but think that would also lend itself to implementing a posing system that people would prefer to anything else out there. Seems like a lot of the nuts and bolts are in place already for this... I realize I'm just one guy and don't speak for everyone here, but I'd luv to be able to pose my character designs using something at least as nice as the Z Brush Rigging system. Posing a model is what I get the most enjoyment from, next to creating it and imho it's the most important thing. If you have a great looking model and a bad looking one, and put them both in the same bad pose, they will both look bad, and the great looking model can only compensate so much with it's great look as far as the pose allows it. Put them both in great poses, and even the bad Model will look much better. The Pose is the fountainhead from which a cool character flows... Voxels + Industry envious Rigging System in 3DCOAT = me finally buying the Professional Version. ...and I really think it would establish 3DCOAT as a "Character Designers Dream". ...another Late-Nighter ...am I dreaming again??? lol
  8. ...sorry, to clarify, I've seen people drawing lines freeform in the Voxel Room, circling an area of an object, or drawing an arrow pointing to an object for example.
  9. So, I've seen this done in some of the 3DCOAT Tutorials...but how is it done? (...and hopefully this will not be my most embarrassing question) Thanks!
  10. Will we ever see something like this? It seems like such a natural thing for 3DCOAT to have, I can't help but wonder...and hope. Maybe as a 3DCOAT Plug-In, if not an integral part of, because not everyone would use it. Anyone hear any rumors or talk of something like this on the horizon for us? Take a look at this Z Brush Tutorial using Z Spheres for Rigging: http://youtu.be/cmury2eT_io I mean...WOW ( I don't have Z Brush, I don't like it's UI after trying it on Trial...3DCOAT is so much more user and newb friendly).
  11. I just want the center of Rotation to be at the center mass of the mannequin, for example. Like when you have a Primitive, the center of Rotation is at the Primitives center. ...it is so awesome rotating at that center point, but it does not do this with non-Primitive objects. I tried using "Rotate around custom point" but can't get it to do anything. It says "Define custom point with hotkey [???]...other hotkeys are defined with 'END'. is this function a WIP? The best I can get is using "Rotate around current pick point". But I find this to get awkward if the object is rotated and you have your pen in the way, it then shifts off where it was and Rotates on wherever the pen is newly positioned. It's nice for some up close stuff, but I prefer working with the camera at the objects center mass. Or I pick the center of the mannequin, for example, and it Rotates around that, which is what I want as a permanent center of Rotation. But as soon as you change that point to another and sculpt, it's off center. *Is it possible to have the camera Rotate around the mannequin or non-Primitive objects center mass, as if it was a Primitive? *How does the "Rotate around custom point" feature work?...is it a WIP and not yet available? Thanks for your help.
  12. Thanks Daniel. PERSPECTIVE projection does seem the most natural. I notice ORTHOGRAPHIC is good for "getting you bearings" if need be. I saw the FOV, but didn't really notice what it did.
  13. ...If I were to make a 3D Print of a Model I made in 3DCOAT, which projection in 3DCOAT represents the way that model would actually look like in "real" life as a physical Model you could hold in your hand? I'm fairly certain it is the PERSPECTIVE projection, but not sure. Not sure if things are somehow different when doing 3D printing of Models... I just want to be sure which projection shows the Model as it would appear in "real" life. Thanks for your help.
  14. So, I just Downloaded the newest V4 beta build 4.0.06A O_o 0_0 I mean...WOW...3DCOAT is really taking off! Angulator Tool, Smoother Tool... They even put in a lot of new premade Presets for us. Thank You so much whoever did this! They are so incredibly helpful. Also, the Presets in the Presets Menu can all be individually placed in whatever order you like. Special shout out for the: "Sharp", "Pinch", "SciFi Armour", "Clay Build", and especially "Tweak". I was struggling with getting sharp edges and well defined shapes...these helped me see possibilities of Brush combinations I was missing, and give me ideas for other ones to try. Now, I've been using the Smoother Tool, and I thought it would be able to make the surface area chosen completely and symmetrically smooth. For example, I was hoping it would symmetrically smooth the whole area inside the chosen border to line up completely flush and smooth with that border. Since the border is symmetrically straight (like if you just loaded a Primitive on screen), I thought you could achieve a Primitive smoothness to the entire area. But I'm still seeing slight peaks and valleys. Maybe I am not using it properly? Maybe it can't do this? Imho, this ability is a "missing link" in 3DCOAT. It seems like it should be able to do this, with all the other awesomeness it can do... I'd like to be able to get a Primitive's symmetrical smoothness on an already worked area. In a way, this would be like creating a Freeform Primitive, only instead, you select areas where you would like this surface to be. If we had this, it would be one of my most used Tools(.) Also, it seems to only mask an area that is visible...see attachment. (If I turn the object, before making the mask, and part of the mask is out of view, it will not cover that portion.) What if you can't keep the whole masked area in view? I tried all the settings, maybe I'm doing something wrong? Anyway, really having a blast with 3DCOAT...so many possibilities
  15. +1 I'll Strongly Support that request on Mantis... Also, would be really nice to actually know how many Undos we have available at any one time, maybe a popup window somewhere?
  16. OK...Just found out, you ARE able to Download the latest Beta, even if you have the Trial Version...sweet! So I Downloaded Version 4.0.06A...now have Angulator and other new Tools. ...and the new SMOOTHER TOOL looks crazy cool
  17. Thanks for all the help guys! Now all that Rez stuff makes sense. It's a lot to put into perspective, Thanks again. I'll try out those smooth brush presets and your Grow Smooth set on 5 digman. ...just have to keep trying stuff out is all, there's so many possibilities! I just downloaded the newest Version, so I have the Angulator and other Tools now. (Thought only customers who bought 3DCOAT could download Beta stuff...sweet!) I tried everything, still can't get my VoxTree popup window to work. I seriously need a new rig that can handle the awesome that is 3DCOAT...soon, soon My PC is just not agreeing with 3DCOAT. Thanks again.
  18. WOW...lol Thanks everyone! I have the Trial version, only those who are customers can upload any recent upgrades. Andrew is in hyper drive!
  19. ...I have V4 and I can't find the Angulator Tool. (...or CRAZY DRAW or LUTE, or AAWWEE either.) In Voxel Mode or Surface Mode. Please heeeeeeeeeeeelp! Where is the Angulator Tool?
  20. So I noticed that when using the same Smoothing Tool and same setting (100% for example), the higher the "Visible Triangles" count, the less aggressive the Smoothing action is on the object. *Is this simply because there are more Triangles to Smooth? *...does "Object Scale" also effect the Smooth action? ______________________________________________________________________________ ..and I can't get my VoxTree PopUp Menu to show when in Voxel Mode. (I have 3DCOAT V4) When in Surface Mode, I get: "Turn surface to shell." "Close holes in surface." "Separate disconnected pieces." *Where is it? Any suggestions please? _______________________________________________________________________________ Also, under "Commands", if I am in Voxel Mode, I am able to "Rez +" but when in Surface Mode "Rez +" is not available. *Why can't you "Rez +" in Surface Mode? ...and I have no indication how much I will be increasing the Rez. *How do I increase or decrease an Objects Resolution outside of using "Rez +"? ________________________________________________________________________________ *Also, I thought that if you change from Surface Mode back to Voxel Mode, you will loose Resolution the more you change back and forth. But I don't notice the reduction in Resolution no matter how many times I change back and forth. (That is, "Visible Triangles" and "Curr. Obj. Tris." stay the same). ________________________________________________________________________________ *I also cannot find the LATHE TOOL...I thought it was in the PRIMITIVES PopUp Menu somewhere? ________________________________________________________________________________ Thanks!
  21. The ANGULATOR TOOL looks amazing! If this does what I think it does... Will it actually create a machined looking, symmetrically smooth surface area as marked by the FREEZE TOOL? ...meaning, will this give you surface areas as if they were created using PRIMITIVES? Flat, symmetrically smooth surfaces... Is this like a modified PRIMITIVES TOOL that you can draw the border outline on an area surface? I hope so, I've been trying to find a way to achieve this, with mixed results. The SMOOTH TOOL is fine and all, but I'm looking for a way to get a PRIMITIVES TOOL looking surface onto an already worked area.
  22. Update correction on my "SYMMETRICAL SMOOTHING" Preset: [TOOL PANEL in VOXEL MODE] Scrape + Soft Scrape + Steady Stroke 30.000 (optional) + Falloff 0 + Smoothing 100% (less for smaller areas) [bRUSH PANEL] Round Alpha [bRUSH OPTIONS] Paint with dabs + Fade On Edge + Use Spacing [spacing 1%] [E-PANEL] Draw with constant Depth and Radius regardless of brush pressure. (5th from the right.) + Ctrl held down (Green Line showing) for Smoothing I forgot to mention the last step...it's important. This method allows you to completely smooth an area symmetrically... I'm talking cartoon character smooth. you will find you have no more subtle peaks and valleys on the surface... the ones you inevitably get when you use regular smoothing. Take a look at these attachment images of my monster character concept WIP where I used this method to achieve smooooooooth, symmetrical surface areas. Keep in mind this is all done in VOXEL MODE. Such a flat, symmetrical smooth surface must be possible, I think, because of the shape and properties of the SCRAPE Tool being combined with a SMOOTH Tool. It combines the flat scraping surface of the SCRAPE Tool allowing the surface to be uniformly leveled while being smoothed. Remember to use the Ctrl key held down while using this! This may be common knowledge, but I just discovered it. I was looking for a way to get a more machined smoothness on a surface area in Voxel Mode...
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