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G-Rom84

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Posts posted by G-Rom84

  1. - В Zbrush, когда делаешь pan (alt+ левая кнопка) pan прекращается если отпустить левую кнопку, даже если все еще держишь alt. В Коате, если альт все еще зажат, пан продолжает работать, даже если отпустить левую кнопку. Это просто ну очень неудобно на мой взгляд,

    да создается впечатление какойто липкой фигни.

  2. nope, i`d say that you`ve started with details and accessories too early, there are still a lot of places to improve(i not mean to make them absolutely perfect) the arms are the most distracting, especialy palms and fingers. :clapping: Start to study and sculpt anatomical correct models, its like a spring the further you pull with it - the harder it will smash you back later... :rolleyes: actually will smash if you care of course about doing the good job.

    humm accessories looking not bad in some places :good:

  3. That's really weird, I've always got that option pinned on my layout. Maybe you're not finding it 'coz you're looking at the windows-popups menu item, un-obviously enough this specific window is found on textures->texture uv editor. It's one of the most amazing things in 3DCoat actually, allows you to check normal, diffuse and specular maps, and even paint straight on the flattened UV while you see it updating in (semi) real-time in the 3D view.

    thanks, finally I found that flattened texture preview, my fault I looked for it in a wrong place lately.

  4. 33) Клавиша - модификатор для выравнивания вида при навигации во вьюпорте как в браше. или как в скульптрисе. можно сделать плавно чтобы доворачивалась модель до ближайшего орто вида.главное суть.

    плавно лучше не надо делать чтобы переключалось, замедляет темп работы пока сидищь и смотрищь как вьюпорт новое положение принимает, или если такую "плавность" делать, то с возможностью отключения ибо мишура вобщемто.

  5. I really hate what ZB4 has done to the quick masking shortcuts and geometry hide.

    yes switching from masking to hiding became a bit confusing, but the good thing is that now these tools working with symmetry, and it`s became much easier to assign polygroups inside Zbrush itself rather then import/export model somwhere else for this task. also the selections may be moved while creating them holding a spacebar like in photoshop. :rolleyes: and you have the ability to drag often used Mask and Selection types over the pannel to quickly switch between them, i done this already :D but popup notification window still annoying(

  6. UVLayout also has the ability to create 'pins' (using the A key shortcut) that hold specific vertices in place as the smoothing is carried out, very handy for the smoothing of tight corners in which you never want some vertexes to move and create overlaps.

    Hm, I think it would be handy to have such features in 3dc also. ok.

    I create the base UV cuts in ZB/UVMaster, those cuts work as a great starting point while the auto-UV option in 3DCoat just creates garbage which's unfortunately as useless as hard to clean up. I then edit and smooth them in 3DCoat using its excellent UV toolset.

    Actually im not quite sure but have seen on youtube, that in zbrush unwrapped model also could be tweaked and threated with brushes just like any 3d tools in flattened mode. But have not tried that approach with UV master... I am lazy(

    Anyways, my point stands that your best option for real-time/game engines is have the least seams possible, preferrably just one island, and keep those seams as well hidden as possible.

    I am agree of course, but in practice you will often approach details wich needed to be cut-off for better unwraping horns, pimps... noses and ears are also annoying you know it...

    Actually the texture maps show up in the UV preview window normally in the Texture Editor (Paint Room) just not in the retopo's UV preview. To be honest I don't understand why that would make any sense, since while you're retopo'ing you - as far as I know - shouldn't think about the final texture, just about seams and distortion. Care to explain why you'd need that?

    No, when in texture editing mode there is no option in windows-popups to see the uv preview, it is useful some times to see the flattened version of a texture and paint on it, also some times I prefer to tweak a bit UVs to match the painted details rather then to redraw/clone them on texture.

    for the retopo - yes, i dont care about how the uvs are looking during that process.

  7. In voxtree when you click left mouse button(on the top of eye icon) it will hide that layer. It would be nice to have when you click right mouse

    I also offered a few days ago such thing (in Russian branch of the forum) for all modules of a programm which has layers. but in my case i offered Alt+click on eye icon to hide everything else except clicked one, the second alt+click on "eye" will make hidden layers visible. such behavior exists in photoshop already.

  8. When you're smoothing out your UV, you're basically diminishing the compression (blue in 3DCoat) and stretching (red in 3DCoat) of the polygons in the UV space.

    for compensate distortions/compressions i am selecting polys over such places and apply few times relax it resulting that those areas become almost gray maybe with slight tint, or using smooth brush, but it would not be perfect everywhere anyway. still, even after i read the explanation i still missing smthing, i like that for now i coud not affect the borders of uvs by smooth brush. As for the seams and their appearence in game engines the way to avoid them is to use padding while baking maps in pixels which extends color over the borders of uvs slightly. but presence of the padding some times not necesary means that it will release model from artefacts in the seams area, some thimes while turning around model on those seams happens some blinking and the only way to get rid of it - is to move a bit uv borders >inside< texture space, but such act will result in non coincidence of a texture along either side of a seam.

    As for uv editor in 3DC in general, it is sad for me, that it have no option to show an actual texture map applied on model in uv preview window, also undo on selection works strange in preview window - need to push it few times and it removes not the last element item picked, but the whole selection of elements :blink:

  9. They say it will be released in Q4 which is fall and early Winter. It usually seems to mean December.

    pity, thought it would happen earlier (

    However, you can get it now if you buy 9.6 now you will get the free upgrade to 10 plus access to the LW10 beta right now.

    no i`m not thinking to switch from Max and Cinema to Lightwave just want to try and compare some things.

    Here's are the videos from Siggraph in case you missed them, where you can see the UI. They are mostly using LW HC in these videos

    http://tv.newtek.com...r_siggraph1.php

    Here's are some more if interested. These are mostly presentations from studios that use LW:

    http://www.newtek.co...732&postcount=8

    thanks!

  10. А нельзя ли сделать возможность выставления Rotation Point для камеры(хоткей по дефолту F) работающим везде или хотябы рабочим с большинством инструментов? например я заметил, что при использовании Curves навигация осуществляется вокруг центра мира, что не очень удобно работая со всякой мелочью вроде выдавливания пальцев, когда нужно вращаться вокруг локального участка на модели, но пивот для камеры на него не устанавливается(

    Еще можно такую вещь добавить для удобства навигации как Zoom to mouse cursor, ето вобщем когда камера зумится не в центр экрана, а в точку, в которой в данном момент находится курсор. я полазил в преференсах и чтото ничего наподобие этой чтуки не нашол(

    ...Еще Grid бы наверное можно сделать привязанным не к абстрактным Screen units, а к чемунибуть вроде метров, сантиметров с возможностью выбора. ето чтобы ощущать масштаб объекта сравнивая с делениями сетки.

    А можно сделать превью для текстурных слоев, вокселей, ув, ретопо групп и всего такого, что может существовать в слоях, в виде плавающего стыкуемого окошка(которое бы можно было удобно вмонтировать на панельку как на картинке ниже), в котором бы при клике на название слоя отображалось бы и его содержимое?

    приблизительно 22322223.th.jpg

    еще бы неплохо по аналогии с фотошопом для слоев сделать такую вещь - Alt+клик по пиктограмме рядом со слоем делает все остальные слои невидимыми, повторный Alt+клик по пиктограмме глаза делал бы спрятанные слои снова видимыми. а то сейчас только альт + клик работает только в режиме рисования и то только в одну сторону, обратить видимость для спрятанных слоев уже нельзя пробовал альт+клик, контрол+клик, конторл+альт+клик и др комбинации с модификатороами и кнопками мыши.

    извиняюсь если чтото перечислил что уже на самом деле есть.

  11. Well...it's fine to give an opinion, but to say outright that it's useless is wrong. If you tried it, you obviously never gave yourself the same adjustment period that you would allow for a Wacom tablet.

    well, actualy i started my first post in this topic with the worlds "in my opinion" which of course not representing the whole picture about things are going on for all artists.

    I bought mine on EBay, used and have noticed no difference at all between it and a new one...plus I had the option to get a warranty for it for an extra $10 bucks or so. It just seems to me that you're making excuses, rather than trying to give the thing a real chance.

    its the matter of luck you have encountered the same behavior with used and new device.

    It's such an immense help for me that it has, and remains to be the No.1 reason I use 3D Coat.

    for coat maybe, i discovered that with some tools camera rotation modes like custom pivot, or pick point is ignored and navigation happens around world`s center wich no good especialy while trying to pull with spline tool small body parts like fingers, tails and other thumbs for such kind of work you need to fly around local place of intrest... but i think it could be fixed and the range of tasks where navigator is helpful will be narrowed more:D

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