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Tinker

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Everything posted by Tinker

  1. Saying something positive, maybe should add: - preview for "intermidiate resolution" result mesh before start process. - handle for object separated apart - do something with hang up on sphere primitive. In total, absolutely disappointed. It cant handle tiny detail at all, regardless using control lines or not. Another shiny toy for newbies Sorry, Andrew, but thats true. P.S. feel free to delete this post, as not to interfere with your glory.
  2. Ok, auto retopo for characters looks great. But still the characters - it is the characters. This is a piece-work, and most of the time there is spent not on toplogy, but design / modeling / rigging and animation of course. Besides, not every animator approve automatic topology. I am worry about another sort of models (level elements, greebles). That is created in large numbers, and making topology exceeds the modeling time. Actually, no idea where on such models may be a control lines for the super algorithm, and it makes me sad. I'm afraid I'll be outside playing with that nice toy
  3. You just do not understand. Automatic algorithm - an automatic algorithm, and the control algorithm is nothing more than another tool for making retopology. No more magic.
  4. http://bit.ly/cBZiOY Для квадрангуляции нужны управляющие элементы? Боюсь что на сложных моделях подобрать эти сечения будет по времени/эффективности равным созданию полноценной топологии. Пичаль... Quadrangulation need controls? I'm afraid that the complex models to select these sections will be on time / efficiency equal to creating a complete topology. Grief...
  5. AndrewShpagin wrote: I made next big step toward quadranguation. It was maybe the most complex step on my sight - global parametrisation. It is not all, I still need to solve boundary problem, but I don't think it is too big problem. There is shot - http://bit.ly/dg37E8 about 8 hours ago via TweetDeck. Best 3d breakthrough since global illumination?
  6. Awesome! Thank you, sir Вот это обновление, прямо в яблочко! Работает великолепно! Давно же ясно, что именно в мерже сила 3D-Coat. Воксельное моделирование - вот что покорит аудиторию на сиграфе и умы консервативных збрашеров
  7. "... and succed with it. It is most important part of all voxel sculpting, I am much happier now with it's speed and quality." Enough to tease us. Let us try
  8. Btw, making "bro quality" model with Z-brush of Mudbox assume retopology phase after all too. Your first LODs will never fit final detail satisfactorily on complicated model. Some top row stuff even made with sculpt-retopology-sculpt, check zbrushcentral for that.
  9. I wish they improved global illumination algorithms. So far Vray is my choice
  10. Great job My Yellow.Options.xml is different, maybe left from previous version. By the way, if change drawing method of viewport grid from color to sort of blend, multiply for example, gradient backgrounds will look much better. I discovered this when wanted to copy colors from Silo. Although dont know what about performance.
  11. AbnRanger, by the way, your interface "modo style" scheme really good looking
  12. Жду с нетерпением новый merge. Это основа моего техпроцесса, увеличение его скорости - мечта. I look forward to the new merge. This is the base of my workflow, increasing its speed is a dream.
  13. Автопереименование конечно очевидное решение, но тогда будут проблемы с мержем. Если не сохранить оригинальные имена объектов, не будет работать объединение при мерже. Фича с объединением объектов с одинаковым именем с включенной опцией "merge to separate volumes" очень удобная, было бы здорово продолжить ей пользоваться. Autorename of course the obvious solution, but there would be problems with merge. If do not keep the original names of the objects some merge feature will not work. Feature with the union of objects of the same name with "merge to separate volumes" are very comfortable, it would be great to continue to use it.
  14. 3d-Coat-V33-05-CUDA32 windows Баг с использованием proxy: если на сцене имеются объекты с неуникальными именами, и один из них сохранить в прокси, сохранить сцену, выйти из программы, загрузить сцену - потом при возврате вокселей из режима прокси, происходит глюк - объект или исчезает, или происходит объединение с объектом имеющим такоеже имя. Хотелось бы избежать необходимости использовать уникальные имена.
  15. Subj. Extremely usefull for multiple object models
  16. Thank you! I did basic shape with polygons, imported and used 3D-Coat tools: split+scale, ctrl cut, spline borders. Then merged some small details.
  17. Paint - blending - опция lock transparency распространяется только на color. Depth и specular вылезают за границы слоя.
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