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GabeM

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    3D modeling and digital sculpting. <br /><br />Video games, drawing, Fantasy, Scifi, Horror, Martial arts.

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  1. What's wrong with the move brush in the sculpt room? I'm getting a flipping effect, like I can see the normal of the brush rolling around as I pull the mesh, and the fall off is totally messed up, like noise. Some points move the way I'm pulling, and others move in the opposite direction. It's in 4.5.40 and some older betas, not sure how far back it goes. GL and DX versions do this, in voxel and surface modes. windows 10 Processor: Intel(R) Core(TM) i7-4770 CPU @ 3.40GHz Ram: 32.0GB 64-bit OS, x64-based processor GeForce GTX 760(192bit)
  2. -------------------- | Paint Room | --- 1) The locks on the object list should work like the visibility icons. I was trying to paint on a single object and had to go through a list of items, locking unwanted parts, instead of just doing the Alt+click to lock all but the one I wanted. 2) An option to select parts of the mesh and break it up in to groups that can be hidden like the object list. What I'm doing now is breaking the model apart in another program like 3dsMax, torso, Left arm, Right arm, ears, jaw, etc..... That's fine, but it would be nice to make a quick selection when I need it right in 3DCoat. Select polygons, Grow selection, select by element, the usual selection options for polygons. Basically the same idea as polygroups in Zbrush, but with a nicer selection method, one that's not so clumsy.
  3. I'll use this thread to post any thoughts I have while using 3DCoat. I love what the program can do now, but every so often I'll have a question, wish something was different, or find there is something I need but can not do. Thanks for looking ------------------------------- | Paint room | --- 1) I would like to have a randomizer between the two color swatches I select for the brush, the same as Photoshop. The hue variation doesn't provide the control I'm looking for. I'm trying to use this to paint some skin detail. 2) Import multiple models at once: I can do this now by combining all parts in another program, but I wish 3D coat would do this on it's own as part of the import operation. 3) For projecting textures, I'd like to have a masking option for the preview using the mesh. Not just fade, but draw the image at 100% opacity on the model, while using the model as the alpha mask. ------------------------------- | Retopo room | --- 1) Auto retopo should be in here, and able to work in small patches. Using the strokes and surrounding geometry to figure out how to fill some areas quickly. A seed or real time preview of the result would be nice. 2) Quads tool should be able to draw a polygon in empty space, and I think it needs a click and drag method added to the list of ways to generate new polygons. 3) Quads tool if used with a selection of edges, should be able to work as an extrude tool. Instead of drawing a single polygon, you can draw a row of them. Maybe add a curve option to this, so you can guide how the edges curve to reach a different area. Click to start, and drag a line for the new edges fit in to. Alternate would be click to start, and continue clicking to draw a curve, double click on the last point to finish. 4) Strokes tool should be able to draw an edgeloop by clicking on the surface and dragging out. That way you can avoid drawing a loop on multiple parts by accident. I had this problem when trying to draw edge loops on fingers. I got a loop on the finger, the torso and the other hand. Maybe just double click to activate loop mode, then drag a little bit to select the orientation. 5) Cut tool, should be able to cut along multiple faces with a single stroke, or the two click method. 6) Strokes should be able to work as a bridge tool. Draw a stroke between two open edge loops, and a connection will be generated. It could also be a separate tool, but just drawing a line would be good. ------------------------------- | Voxel room | --- 1) The proxy modeling mode could use autotopo to generate subdivision levels. I really need this, it's the biggest problem I have with Voxel sculpting and dynamic tessellation. Having access to lower subdivision levels makes the creation of certain shapes and general modifications a lot easier. I think working with Voxels is awesome at the start, so you can just make the shapes real quick without going in to much detail. Next generate a subdivision mesh from there and continue working, spending most of the time in the Proxy mode. I think that once you have your overall shape in place, there isn't much need for the special abilities of voxel and tessellation methods. Voxel is good at the start, and tessellation is good at the end, subdivision is good in between. It wouldn't happen very often, but If you really wanted to make some drastic changes, you could switch back to voxel and when ready, generate a new topology for proxy mode. Maybe in Proxy mode, you could go to the lowest subdivision, and use the box modeling methods instead or just the brush and have the topology update when called to do so. Losing detail is another problem the subdivision method doesn't have. If you want to alter the shape in a more global scale, you can switch to a lower subdivision, leaving the higher details untouched. 2) Something like a free form deformer or bone influence that you can draw on the Voxel mesh. Using the topology tools, if you want to use a polygon modeling method to alter a shape, instead of using the voxel brushes. You would draw some polygons on the surface and move that mesh around with the voxel sticking to it. I think it'll make modeling some things a lot easier, hard surface modeling, or certain shapes that are hard to do quickly and accurately with the brushes. There is a way to do this now, make the mesh in a different program, import and merge.
  4. I don't see this in the manual, but it would help if I could lock the Positive and Negative pressure value to the color I'm using when painting depth. I have a base color, then I change the color swatches to lighter = positive depth and Darker = Negative depth. Can I lock that or do I have to hold Ctrl every time I change color with the X key? Another question is if it's possible to paint with cavity masking using normal map detail?
  5. Got the body retopology made I don't know why, but I can't export the retopology mesh from 3dcoat directly in to 3ds.max. It says error, invalid vertex index. What I did was open the .obj in blender, then save out from there and I was able to open it in 3dMax. Here's how it looks with a normal map, I just did a test render using automatic UV unwrap.
  6. More for Retopology 16 = Select by element 17 = Import .obj in to specified layer or automatic new layer when importing an obj. 18 = grow and reduce selection 19 = Cut tool that you can draw with and cut many polygons with a single stroke. Also allow the normal cut tool to jump several edges, instead of having to click each one at a time. 20 = The cut tool should be able to insert points in the shaded area of polygons. 21 = Polygons created in a selected layer should stay in that layer. For some reason polygon creation does not respect layer selections in 3dc 3.1. If I make geometry in one layer, it will show up in different layers. 22 = Mesh check to select n-gons, triangles, open edges and poles. 23 = Traditional polygon modeling / box modeling in the retopo mode. [Numerical Sliders] Any where you can type a number for things like primitives, etc. I would like to change those values by clicking and dragging, maybe use the middle mouse button for that. Another option is to set them to zero quickly by right clicking on it like in 3ds.max.
  7. I'll just put everything in a single thread as I come up with ideas. [ Retopology ] 1 = Back face culling on extrude wire frame preview. Being able to see the lines on the back of a model is very distracting, I can't tell if I'm looking at the lines on the front or back. 2 = Rotate and scale option for extrude 3 = Bridge, select two edge loops or the edges you want, then create polygons to connect them all at once. Have a way to twist the connection for areas like the forearm. 4 = The quad tool should be able to create a starting polygon without having to connect to another edge. 5 = Walk edges to increase or decrease selection. 6 = spin quads like light wave 7 = An automatic edge loop for stroke mode. It should work like the cross sections, but instead will make an edge loop that can be rotated to better fit different shapes from different angles. 8 = Average spacing, like smooth but faster. Make a selection and click average to get better spacing between polygons. 9 = Automatic, like quadrangulate, but you can select an area of the model like a UV set. Then click auto mesh to create a large area automatically based on the few guide lines. Then maybe adjust some sliders to get the result you want in real time. 10 = Best guess, a brush that can paint topology depending on existing mesh and surface detail. Quadrangulate does this already, but you could paint it on instead for better control, and to fill areas quickly. An extra option would be influence of stroke direction, so instead of rubbing you make long strokes. 11 = Patches, similar to the quad tool but it works with splines and has control over subdivision within it. You can make large sections with this using only 2 - 4 lines, similar to nurbs modeling. If used like the bridge tool, the sub division would depend on the existing edges the lines are connected to. 12 = Weld slider, you can select a lot of vertesies and weld all at once using different influence settings. 13 = wireframe view of retopo mesh or an opacity slider. 14 = x-ray view with backface culling 15 = Make layers independent or not, sometimes I want to try a different edge flow on a new layer, but I keep snapping to the hidden mesh. 16 = layer folders with global opacity and wire/shade views.
  8. It's getting there, I think you could check the proportions against a skull and some photographs, over lay them in Photoshop. The shape of the head is looking a bit distorted in a few areas. His lips for example cold be pushed forward some because of the teeth. That nasal fold should come down and wrap around closer to the nostrils.
  9. Good job, it looks like him, I used to watch this show when I was little
  10. Guess I'll try the retopology tools now, and finish detailing in ZB.
  11. I haven't read the entire thread yet, but here's a little cut and paste with some ideas I had. [improving Surface sculpting mode] A work around I have found when it is too difficult to work a model in 3D coat. Is to export to Zbrush, do what I need there and bring it back to 3dcoat. Sculpting works a lot faster in ZB and there are many more brush options. I would like to see the surface sculpting mode in 3D coat match the speed and options available in other applications. It seems a bit ignored right now. IMO it should be as important as vox modeling, with each having the options not available to the other. For surface mode, I'd like to see these things added... Multi res sculpting, with the ability to alter the base mesh topology. Add fall off and alpha image options for every brush Include an Inflate brush Paint mask on surface something like a Lattice deformer. Fill brush If possible, all the brushes should have a counter part in surface and voxel mode. You don't need to be switching back and forth to use general tools. Voxel sculpting has some very nice options, but poly sculpting is more efficient with the speed and multi res work flow. I'd like to have the two methods combined in such a way that allows a user to work with the advantages of both. Switching back and forth doesn't have to happen often, only when you really need it. Multi res levels could be automatically generated, but it doesn't have to go down too far. It can do what the quadrangulate does now, and up. ------------------------------------------------------------------ Seeing how you can quadrangulate a voxel model already and merge a poly mesh. why not use these features as a substitute for multi level sculpting? If you can't do it with voxels, convert to the polygon method when you need to. 1 = Give the quadrangulate option a menu. It will ask how many sub division levels you want to create for the polygon version of the current voxel form. It would quadrangulate then subdivide again to match the voxel high deails. You can then move up and down the sub division levels like other apps. 2 = Allow polygon sculpting with these newly created sub division levels. No automatic conversion to voxels at this point to save memory. 3 = If you want to work with voxels to add shapes or anything that requires voxel functionality. Convert the object to a voxel like normal. 4 = Do what you need in voxel mode, if you want to go back to polygon sculpting, do the quadrangulate command again to make the necessary sub division levels with new topology. 5 = In polygon mode, you could be able to alter the base topology. Export the base mesh, or use retopo mode for this with some added modeling tools. That way you can work both ways, add sub division sculpting without a restriction on topology. The quadrangulation algorithm could be smarter for this to work better, like suggested earlier. Let the user help it out with some guide lines. It would be cool if you could see the effect of that in real time with a low poly preview or just some wires. ------------------------------------------------------------------ [Reference files to improve system performance speed] 3D coat lags really bad when you have more complicated models. A way to improve speed is to degrade the mesh. What if you could select part of a model with the hide brush, and save it to the hard drive, to free up space while working in 3D coat. You could do the same for any layer in the vox tree. If visible it would be a reference mesh, so you can see it but it would not be active unless you load that stored data. The reference mesh / stand in could be a simplified / Optimized model. Something else may be to have an isolation option, so you can work on any of these reference meshes on their own file. Click a layer, set to Isolate mode. A new scene will open with only that layer. Do what you need, then turn off isolate to go back to the main document. Sort of like the hold / fetch feature in 3Ds.max. Instead of having all the model parts at once, just have one layer at a time. Combine this with the hide brush if possible, to save even more memory by working on small parts. -----------------------------------------------------------------
  12. A work around I have found when it is too difficult to work a model in 3D coat. Is to export to Zbrush, do what I need there and bring it back to 3dcoat. Sculpting works a lot faster in ZB and there are many more brush options. I would like to see the surface sculpting mode in 3D coat match the speed and options available in other applications. It seems a bit ignored right now. IMO it should be as important as vox modeling, with each having the options not available to the other. For surface mode, I'd like to see these things added... Multi res sculpting, with the ability to alter the base mesh topology. Add fall off and alpha image options for every brush Include an Inflate brush Paint mask on surface something like a Lattice deformer. Fill brush If possible, all the brushes should have a counter part in surface and voxel mode. You don't need to be switching back and forth to use general tools. Voxel sculpting has some very nice options, but poly sculpting is more efficient with the speed and multi res work flow. I'd like to have the two methods combined in such a way that allows a user to work with the advantages of both. Switching back and forth doesn't have to happen often, only when you really need it. Multi res levels could be automatically generated, but it doesn't have to go down too far. It can do what the quadrangulate does now, and up. As much as I like what this program can do, the sculpting efficiency is the main thing keeping me from making the purchase. The implementation of such a work flow would make 3D coat a must buy in my case.
  13. 3D coat lags really bad when you have more complicated models. A way to improve speed is to degrade the mesh. What if you could select part of a model with the hide brush, and save it to the hard drive to free up space while working in 3D coat. You could do the same for any layer in the vox tree. If visible it would be a reference mesh, so you can see it but it would not be active unless you load that stored data. The reference mesh / stand in could be a simplified / Optimized model.
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