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GeeJay

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Everything posted by GeeJay

  1. Thanks for the reply, I will try to illustrate the issue tomorrow. The problem with the splines as they are now is that they are projected from view and when I turn the view they get distorted. For example, when I want to cut out a wedge shape I would like to draw a rectangle in front view and a triangle in the side view. Right now I would have to model the wedge as a voxel object, then subtract it, which is easy enough with a wedge but gets time consuming with more complex shapes. As I said, I will try to clear this up in a next post.
  2. Hi, I often want to subtract or add a specific irregular shape from my voxel element. What I would like to do is draw a spline in the front view, then switch to a side view and draw another one and the intersection gets created/subtracted. I know that I can create a voxel object and then subtract it but that takes several more steps to do it this way. Is there any fast way to do this? If not, do you think my suggestion would be useful?
  3. You know, as it seems Incendia is internally dealing with a voxel-based algorithm (couldn't confirm tough), I suggested to the author he support writing out a voxel file for 3D-Coat to read. He didn't answer that mail... Edit: What the.. that's what I get for posting before taking a look. From the release notes: Have to try this.
  4. Thanks for the confirmation, seems like the option is not there in the linux version.
  5. Hi, could you summarize what settings you are using for normalmaps with Blender/VRay? That wold be very nice. Thanks!
  6. I can't find anything relevant to the pen pressure in the preferences dialog. I am using the Linux version. Where can I change this setting?
  7. I noticed this too, but I think only when the nautilus window showing the 3d-coat dir is opened. When I start 3d-coat from terminal all is well.
  8. Ok now I got it working somewhat. I can export and 3D-Coat picks it up, then I can import again and I get the textures assigned and everything. But on a second push of the import button it crashes with an error regarding the material assignment. And another bug: I add a monkey, rotate it and export to 3D-Coat. On re-import to blender the whole mesh is deformed. This is using on of the latest trunk versions.
  9. No, I am using Linux (Ubuntu). You could place a variable in the script so you can edit the script directly (the respective .py file, with a text editor) and set the correct paths. Maybe I am mistaken but the path doesn't change? So it would only have to be set once. If the variable is empty (not set) then you can try the autodetection. PS: Suomi was hella hot. And the whole sunshine-22-hours-a-day thing didn't help either... But it was nice!
  10. I've also got problems with the script finding the path, and I've got the "3D-Coat" folder in my home directory. If generating the paths is a problem why not give the user the ability to override them, at least with a variable in the script. So you can edit the script and insert the correct path. Not optimally user friendly but at least it works.
  11. Wow that was fast! I can't test it right now tough because I am going to Helsinki (yeah!) for 9 days, but I will when I get back. Thanks!
  12. Very cool. As I was texturing something similar a while ago it would be nice to know how you did the rivets and the lines where the panels join. Also, how did you go about placing the decals like the wolfs head?
  13. This is really nice! A linux/osx version would be nice, I guess it's just a matter of different path naming?
  14. Hi, can the tiling of the materials overlay be influenced or even turned off? I am trying to place decals (single images, like a sticker for example) and find that hard to do with them bein tiled. Thanks! George
  15. Obviously not, or I wouldn't have had to embarass myself here Thanks for the video, Phil!
  16. I've only seen the video and it looks cool but there are things to consider, like if the technology is applicable to 3D-Coat, for example if it supports editing and changes in topology. Only Andrew can tell and I guess he has his hands full at the moment. Still, if this can be used it would be awesome, I can't imagine the leap in performance that could be achieved.
  17. Don't get me wrong, me too. I've been exclusively on Linux for five years now and I really appreciate 3D Coat being available on Linux and also the rapid pace of development. So I don't want to sound ungrateful in the slightest, I highly respect Andrew and his work ethic. The reason I posted was that I wanted to know what's causing the delay, that is all. I apologize that this came out wrong! And thanks again for supporting the penguin!
  18. Yeah, me too, I am slowly getting this second-class feeling, seems to me Linux updates are coming in slower and slower...
  19. Hi, I am currently about to sculpt a detailed human heart and would appreciate some input on how to structure my workflow. My question is not specific to this model, I only take it as an example. The heart is comprised of a basic shape or volume with details layered on top (muscle fiber, tissue, arteries and veins). As I see it I can either sculpt all of this in the voxel room or only do the basic shape there and paint the details on with microvertex painting. I would prefer sculpting as much as possible in the voxel room as it feels more natural than painting volume on a surface. The main issue I have with this is keeping, for example, the system of arteries seperate so I can paint them without messing up the surface they are on. If I do this using layers in microvertex paint this is not a problem. I hope you can understand what I mean. On the other hand I could sculpt everything in the voxel room using layers and export those separately to the paint room. But I have not found a way to specify which object I want to paint, they seem to be treated as one. So, my question is: What is your strategy for sculpting and painting detailed objects, how do you mask those details, keep them on layers etc? Any pointers would be helpful. Thanks and happy holidays!
  20. Thanks for the replies. So I am not alone with my observations. From the manual I got the impression that per pixel is superior to microvertex in every way, except if you need vector displacement. In fact, it makes it sound like that this is the only reason microvertex is still there! That made me a bit nervous, in my opinion 3dcoat would loose a lot of functionality if this mode was dropped...
  21. Sometimes I can not believe how dedicated you are. Thank you so much for you effort. Now enjoy your holidays!
  22. Hi, the manual states: but for me it is the total opposite. Per pixel painting is slower, leaves artifacts and when I show the displaced surface it looks much worse than with microvertex painting. The advantages listed in the manual sound nice so, is there something wrong on my end or is microvertex painting really the better choice? What is your experience? I should add that I don't work with game content, only offline rendering. Cheers, George
  23. Hi, another idea I got from reading Neil Blevins website (who is a senior surfacing artist for Pixar, I think) is the usage of an automaticall generated edge map as described in this article. For mechanical models this could be handy, especially in combination with 3d-coat's other tools that allow to modify the mask afterward by hand. I imagine it could be added as either a fill mode (with the ability to modulate the result with noise) or maybe a pressure mode for the paint tools or as a separate tool. Again, if something like this is already doable in 3dcoat it would be nice to get educated. Cheers, Georg
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