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mash

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Everything posted by mash

  1. Poly modeling room : Standardization of tools Cube primitive and some other primitives do not have sliding controls for Size When uniform division is unchecked X, Y and Z divisions have a sliding scale < X > where you just click and drag left and right to adjust the input. Size should have the same functionality to keep tool usage and interface consistent. Also Is it possible to have local versus World positioning for 3d primitives?
  2. Poly modeling room : Last tool selected is still selected when clicking "New File" version 2021.B42 (GL64) Steps to reproduce: Open 3d coat Go to poly modeling room 3d primitive tool is already selected and object is in center of the grid Click enter to create the primitive select knife or any other tool Click "File New" (Ctrl-N) go to poly modeling room Knife tool is still selected instead of 3d primitive as it is when you first start the program and enter the Modeling room
  3. Poly modeling room : This may have already been mentioned: When clicking on the measure tool in the poly Modeling room the object disappears. Object does not come back until you select another tool. version 2021.B42 (GL64) Steps to reproduce: create a primitive object Click enter Click on Measure tool
  4. Hi, do you want all the Found bugs put in this thread? Or will another specific build thread be started? Thanks, Michael
  5. mash

    2021 Q1

    For the Rhino demo is is possible to adjust the spline post Apply mesh and have it affect the shape of the mesh? Adding the ear looked a bit painful though modeling wise. It would be easier if you could select a vertex and have it split into an 8 sided hexagon. Or select a square of vertexes and have them rounded off into a circle. For an example of what I'm talking about look at the loop tools (circle) in blender or Hard ops Circle where you select a vertex and a circular polygon is created and you can adjust the divisions by mouse wheel.
  6. mash

    2021 Q1

    In the past I've worked for a hardware/Software Company. Announcing any release date was always a problem. If you miss the date people screamed, if you were early then you clearly didn't do enough beta testing. The only time people were happy is when you released it on them like an early unannounced Christmas present. Release cycles used to be dominated by Siggraph marketing. If you didn't have, or announce, a new release or a .5 update every Siggraph then you were clearly going out of business. And if you didn't have a very large , and extremely expensive booth at Siggraph, then you must be out of business. Fortunately that seems to have stopped and developers can take some time now. They are still stuck with finicals and quarterly cycles though. Imagine if you were told that you were going to get paid for your job but it was only going to be maybe once a year? That's what developers face, aka Publish or die. Software companies only make money when they release. One of the reasons most companies went to Subscription services is that you have a steady constant stream of income as a company. It's either that or hope your software gets sold to a larger company. If you look at Modo's marketing they wanted to hoping to get bought out by someone like the Foundry or Dassault. While I'd like to see the 2021 version I'm in no hurry. I found that most people calmor for new features and whatnot when they don't know how to use 75% of the current version they have. Whatever you do don't release on a Friday. Do it early in the week when you have time to respond to any problems that pop up. Also keep in mind Forum comments are only a very small, tiny vocal minority of the users. Most of the users you will never hear from.
  7. They way they go about making the pillow is interesting. I'm assuming 3d coat does not have internal pressure in the cloth sim? I forgot you can also take a look at Blender for cloth sims etc. I think the one advantage it has is the poly modeling tools and cloth sim.
  8. I have all 3 programs and this is my view, but take it with a grain of salt. Zbrush is great at sculpting, and good with sculpting fold etc in clothes. It has a limited cloth sim now. But no animation. Once the clothes are sculpted you will need to retopo them and export it to whatever animation program you are using. Then you will still need to rig it, weight painting etc. At that point all the folds etc you sculpted in may interfere with the animation. So you can "sculpt" the clothes but you will need to do a lot of work after words to get it animation ready. Marvelous Designer is of course built for clothing and has settings for the type of cloth that is being simulated, Wool, canvas, leather etc. It's a bit complicated because you need to know a bit about how clothing patterns work and they are sewn together. The good thing is you can check how the clothing is working on a short mocap. Once it's done you won't have to do any retopo etc to get it into another program. Making the patterns and running the sim to "Sew" them together can get a tedious especially when you have to use pins to hold things together, making pockets, pleats etc. If your not careful this can become a real time suck. As far as 3d coat I think the retopo tool has more usefulness than sculpting, What I'd like to see in the 2021 version is the ability to use the curve tools to lay out a pattern to make the clothing panels and then stitch them together. Then run the cloth sim In order for that to work the curve tools need to have the ability to be moved away from the retopo target. Imagine trying to make a pattern for a long coat, or parts of clothing that fold over each other. The other option is to Sculpt the clothing first and then retopo it. Any of the programs can do modern fairly simple clothing. Where they all run into problems is more complex clothing. Take a look at Elizabethan patterns or 16th century patterns for real headaches.
  9. Thanks for the info. this is the video I was looking at
  10. Hi, I was watching the video on the 2021 smart retopo tool. The one with the horse being retopologized. When drawing the curves does the curve always snap to the surface? Or can it be moved after being drawn? I was thinking it would be a useful way of making clothing. Imagine your making a long coat. It's not going to be form fitting. Would that be a function of the spline tool or the new poly tools? Looking forward to the release thank you,.
  11. Hi, I know you added Split and Join tools which are very helpful in prepping models for 3d printing. Another too you might want to think about is a support generator. In case any one is not familiar with the problem when you print a 3d model it has to do it in layers. It works ok with simple model but if you have a model with any overhangs, like a figure standing with it's arms out, the arms will not print correctly. The arms will need an underlying mesh connecting it to the 3d printing bed. There are programs like Mesh mixer that can make supports now but they are rather slow. I was thinking 3d coat might be able to do it. Maybe through a combination of occlusion and then extruding the normal's that are occluded or something. Anyway it's just an idea to kick around. Thanks
  12. Hi, I have a question about painting. I'm trying to add spec and highlight to the edges on a hard surface model. My brush options are set to 'less in cavity'. My problem is the edges of the cavity scale are terminating to a hard edge of course because of the flat surface. Is there any way to paint just on the angles of an object with a broader soft fall off area? Thanks.
  13. Hi, I did a search but didn't find an answer. I've imported an single object with multiple layers/objects. When I apply clear seams or auto seams the actions are applied to all the objects even if the visibility is turned off. Is there any way to change this so the action is only applied to what is visible? Also is the any way to change the angle settings for the auto seam? At the moment it's breaking up Cylindrical objects into 4 sides where as a single seam would work. I know it can be done by hand but when you have a hundred objects it's bit of a bear. thanks,
  14. That's true about the context menu's. A simple solution is an index of commands that list what they are and how they show up etc.
  15. Oh yeah the button that says "EXTRUDE" that only shows up when you have an edge selected. I picked the wrong day to stop sniffing glue Thanks.
  16. Hi, what happened to the edge extrusion tool in the Retopo room? With it you could grab and edge loop and extended it down to make a new row of polygins. It was there in 3.1 but i don't see it in 3.7. Did it get warped up into another tool? Thanks.
  17. Hi, Thanks for the info. That's what I thought since some of the installed brushes are set to 180 by default. It's not a major problem except when you rotate a brush 180 it inverts the depth map also.
  18. Hi, yep I checked the file in photoshop. Even re-xported the brush to photoshop to check. I attached a .PNG file of the brush. I can't uplaod the .PSD file for some reason. I've also attached a screen shot of the brush. Image applied as a Brush Brush_inverted_ScreenCap by michael32766, on Flickr Image applied as a Mask As_A_Mask_ScreenCap by michael32766, on Flickr
  19. Hi, Wondering of someone else could check this out for me. I saved one of the standard brushes as a psd file. Opened that up in Photoshop and created a new brush For my example I used the skull and bones from the Wingding fonts. Saved that out with the proper layers: Color, Heightmap, Specular, Erasemask Saved it as a .png Loaded it up into 3d coat. When I go to use the brush it's upside down from the way I created it. It is displayed correctly in the brush menu. When I go to brush options and set brush rotation to 180 it also inverts the height map. If you load it up as a mask the orientation is correct. Thanks, mash
  20. Hi, thanks for confirming that and submitting a bug report. Just for the record I'm running 64 bit cuda 3.7.01B on Windows 7. Thanks again, mash
  21. Hi, I'm trying to figure out a small problem. I'm painting a texture and I used a mask to create a Freeze area. Open up a mask. click freeze paint the areas I don't want covered with new paint. Turn off mask. Hide freeze Pick new color and start painting When I use the paint brush and everything works. When I switch to air brush or the adjustment brush, (the one below the airbrush) They do not respect the frozen area. Is there a reason for that or I'm I just missing a step or something? Also is there any way to change the color of the freeze view other than to black, white or the moving stripes view? Thanks
  22. Hi, very minor issue. Lets say your working in the retopo section. Hitting the space bar brings up the pop up window, you select the tool you want, then to close the window you have to move the mouse cursor away from the window. Then you have to move the mouse cursor back to where you were working. It would be more efficient if the window would close once the tool is selected. Also it would be nice if the window had an option of where it popped up. At the moment it is right below the mouse. It may be better if it popped up below the mouse cursor or to the left or right. For an example take a look at the pop up window works in modo. Thanks, mash
  23. What he means is he wants to be able to hit the "tab" key and get the same results he would get in Modo, Lightwave, Maya Etc. Also it would be nice to be able to set the subdivison surface level and turn on or off the Subdivision cage. http://www.youtube.com/watch#!v=UYzyTT6eP0U&feature=related
  24. Hi, How do you move a group of Polygons from one Retopo group to the next? Say I have a group of polygons selected in Group1. Now I want to cut them out and move them to group2? Thanks, Michael
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