Jump to content
3DCoat Forums

mercy

Member
  • Posts

    95
  • Joined

  • Last visited

Everything posted by mercy

  1. New programmer is great news! More stability, more features, more powerful 3D-Coat. Maybe he will have new ideas about how to make tools more efficient and how to kill long-standing bugs and can implement it too!
  2. Retopo room LAG in 64-bit: 4.1.0.0 X64 and possibly earlier releases are slow in retopo room - snapping to a 300K poly ref-mesh is lagging, making retopo annoying. 4.1.0.0 X86 same 300K poly ref mesh is lightning fast, no lag in retopo room even with almost finished retopo. (dualcore) E8500 3.17Ghz win7 4GB RAM What is the explanation?
  3. Hiring an additional programmer for bugfixing is a problem, because good coders usually ask for high salary. It would be nice if the income from 3D-Coat sales could allow such a lucky find like Raul.
  4. I wanted the same, but in Preview Options if you click on Paint, a new menu opens there is Distort. Its a brush (Liquify in PS) does the same and more as Warp. You better bind this texture's rotate/scale/pan functions to hotkeys via (Camera...Customize Navigation) as I did, so you can work very fast. More advanced feature of this Distort is that with SHIFT+brushing you can undo distortion by increments.
  5. Combine it with Morph targets if possible - if projected development time looks reasonable. After we rough out the major form, we can set a morph target = Major_Form_Copied_To_Memory, then add a new layer, begin to detail there and when finished, activate the morph-target brush and begin to morph parts back to the original state. Then manipulate the layer slider which ought to be -1......0.....1 the manipulator button at 1 by default. So we can intensify what we sculpted, also by duplicating the layer with the duplicate layer button this makes an ADD INTENSITY operation to the first layer and we can set this layer back from 1 to 0.7 or 0.2 for example. Or in the -1....0 range layer slider positions being ADDITIVE just as in zbrush: (layer_1_-30%) & (layer_2_-40%) = -70% deflate on sculpted area. (negative inflate) Whole sculpted area sinks inward. versa: If we set both layers to be in a positive range: (layer_1_+40%) & (layer_2_+70%) = 110% inflate on sculpted area. This is good for very fine detail when our detail is already at 100%, duplicating it to a second layer we can slightly intensify = precision detail. In this way sculpting chain-mails, clothes, skin or scales with alphas will be finely adjustable, just like in zbrush. Of course Andrew will possibly have a better idea and might improve 3D-Coats layer functions so it can become superior and a market leader by first introducing Advanced Sculpt Layer Operations.
  6. What? Raul is working with Andrew actively now? In realtime, like in an office or through skype? WOW!
  7. That's why it would make sense to bring more processing power to Pilgway = hire another programmer.
  8. Andrew developing as 1 person is good from the inventor point of view. However 3D-Coat got to the point where a Programmer Team is needed to polish 3DC functions and UI and fix bugs. If I would be Andrew and noticed income increase in last years to safely hire new personnel, I would hire young and especially talented programmers, fish among fresh university graduates.
  9. Important that we must able to Re-AutoTopo individual Sketch Islands not the whole mesh!
  10. http://t.co/f1PeHT45Zh http://t.co/0XiTWcT3eJ http://t.co/4YsbTrXhsM Wow these latest Autoretopo updates are super cool! After this comes SKETCH based Retopo!
  11. Sketch-Based Generation and Editing of Quad Meshes http://igl.ethz.ch/projects/sketch-retopo/
  12. This Patch-Zone based Retopo is not bad! The algorithm makes sure all zones are connected as quads so I only have to refine inside the patch, but that also seems to be automatic with decreasing / increasing quad patch density. I have Loop Flow Control Points and can move these inside the Patch Zones and the position of these Loop Flow Control Points decide where and how the algorithm fills the zone with looped quad structures. Quite a fearsomely complex Math must be going in that application! I want one! :DDDD
  13. I have the feeling Andrew intends to evolve the Auto-retopo algorithm set so it might compete very strongly against Zbrush and raise the bar to a new level never seen before that Zbrush ZRemesher won't reach for a long time.
  14. "Andrew Shpagin ‏@AndrewShpagin 19h 4) Very accurate retopology in case of symmetry enabled." We need 100% quad mesh, because if your Autoretopo routine creates a triangle in the fingers or in a place remote from the symmetry line, we will have trouble making that mesh 100% quad again. There is a separate category for quad products on Turbosquid for example. Quad is easiest to sculpt on. Thought about this a bit and maybe if your autoretopo is very good - better than Zbrush R6 - we can fix those triangles by hand. Detaching triangle containing mesh part and re-modelling it anew then attaching it back.
  15. 1. Paint Past UV shells : http://3d-coat.com/m...view.php?id=705 Painting past UV shells with the brush in Paint Room with a solid color covers the seam perfectly in 4.0.06. In professional experience however often photorealistic look is needed and the artist needs to work fast so Cloning texture parts over the seam is unavoidable in most cases. Think of a good looking complex texture being on both sides of the seam, but completely misaligned = not continuous over the seam. So Cloning Tool is needed to make it look continuous over the seam, but it cannot perfectly cover the seam currently. Please see: http://3d-coat.com/mantis/view.php?id=1234
  16. Yes, if I move the mouse near top right corner (closer than 100pixels?) the mouse pointer disappears and have to close 3DC with a custom shortcut (CTRL+Q).
  17. It is amazing see Andrew really progressing with 3D-Coat. In sharp contrast to Silo, where its developers created disaster after disaster with super buggy product and angry + leaving customers. Most of Silos features were excellent ideas, the program worked well 6-7 years ago. Realization of new features were carried out the worst way, resulting in a catastrophe and people intensely hating the developers. Its nice to see Andrews integrity and how the people stand at his side. Plus Andrew isn't just promising features, he realizes them, progressively making a new tool more useful and handy. Also if a number of users miss big features as wishlist in 3DC, it seems that is because Andrew intelligently must have calculated to use his development time to create another feature that he deemed more useful for more people. If the Pilgway expansion means employing another skilled programmer i think the wishlist finally gets coded to 3DC.
  18. 3D-Coat is much more useful in texture painting since I can projection-paint the low-poly model directly with Mudbox-like controls. Mudbox unfortunately leaves black smears where I delete paint from a layer, while at same time 3D-Coat allows perfect paint-delete operations. Also 3D-Coat is able to export only the painted pixels, while Mudbox is only able to export the whole flattened layer. Plus the distortion painting in 3DC is very much like Liquidify in Photoshop. Zbrush, Mudbox and 3DC all have issues, but 3DC has the least problems from the three so 3DC is most usable.
  19. Quote:" " Hiring additional programmers would be ideal for 3DC to boost bugfixing & stability, but good programmers are extremely expensive. Lets be realistic: I think expanding was meant by hiring manual-writer / GUI designer, they are cheaper.
  20. Per Pixel Painting on lowpoly and 10-15 4096 x 4096 texture layers begins to lag after 10-20 minutes. Maybe it is disk swapping on 4GB RAM, 32-bit WinXP?
  21. 3D-Coat Projection Painting Engine I found it better than current Modo projection paint that being too slow and crashing. Zbrushes projection paint = "microverts method" requires models to be subdivided to insanely high levels in order to project in perfect pixel-accurate quality and navigation cannot be customized. 3D-Coat per pixel paint in Paint room can import a low-poly object, but is a lot more stable than Modo, in fact 100%. I always use 2 x texture resolution to later halve that in Photoshop. Navigation is customizable, created full material manipulation controls. I noticed that when the function in the menu Camera--->rotate around current pick point is used on a material it exactly replicates Photoshops Transform Selection arbitrarily placeable pivot by rotating the material 2D image at exactly the picked pixel! This absolutely super feature combined with mouse+keyboard bindable material rotate/move/stretch/resize makes 3D-Coats projection painting the most powerful today on simple computers on old systems with only 4GB memory. Only one thing could be improved: AUTO SHOW MATERIAL should only disappear when left-lick is touching the canvas = artist is drawing. Currently when the material image is manipulated , Auto-show-hide hides the material, which is not good.
×
×
  • Create New...