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Posts posted by The Candy-floss Kid
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Yes time.
Myself I think restricting to the interpretation of a singular word would be fun and for the work to be done in one evening.
I think play, interpretation, and experimentation would make for rich threads where people share tips and findings.
Also: tool limitation challenges -
sculpt in 2 hours just using the move tool
sculpt in 2 hours using just the grow tool ,
sculpt in 2 hours using the curves tools and splines
take a sphere only and paint a character with no sculpting etc etc
That way more of us will have time to join in the party and push the tools further.
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I'm not sure, but I think this depends on triangle distribution and the resolution of the surface. On high definition surfaces the jaggedness from the PaintHole might not be that noticeable as would it be with low-res geometry, but it's still there.
I concur. Had never noticed it when taking a simple slice off the top - but yes it's there alright on closer inspection.
That said sometimes I get as near as dammit results too with edges -odd.
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Illumination there came none.
Having studied the topic with greater depth I can better understand why there is no easy answer to my questions.
Words that come to mind, theoretical , temperamental and variable. Fortunately 'achievable' also made it on the list.
It appears that there is much jiggery-pokery particularly with finding the balance between brush size and what detail setting at 1 or below to use.
I wager that writing my best results for certain scenarios as brush presets will save time.
Having a feature to paint global reduction via a frozen selection like you can presently with subdivision would be welcomed.
Originally I set out to lower resolutions merely to be able to smooth out and readjust certain curves of my working mesh quicker.
Perhaps using proxy mode for larger adjustment and smoothing globally through frozen areas is more à la mode?
Yours intrepidly.
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Mr Digman,
thanks for your feedback and advice, much appreciated. I shall give your suggestion a whirl as I am currently creating a library of preset brushes to speed up workflow.
After a long historical avoidance of LiveClay and surface mode I am studying it with renewed vigor. Perhaps still not as robust as I might favor - occasional blown open meshes etc.
With better understanding I'm finding ways to avoid some of the old lingering but far less frequent issues. Even for an old hand at 3DC it's been a journey fraught with temperamental goats on narrow mountain passes. The learning curve I am happy to say has been worth it .
For whatever reason LivecClay had given me better results than Inflate - that said I had not tried laying a higher sub-divisional bed before planting my flowers.
I can only guess Andrew removed it should a first time user squeeze it to the max and not know why certain flowing brush responses lagged and choked.
A secondary dialog with a little more poke for old rockers would have been most welcomed for the reasons you lay forth.
Thanks again.
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I accidentally discovered that if I make a cut in such way that there's at least one border edge below the cut line then Cut-off tool won't close those edges.
Hmm sound interesting - how do you add an extra border edge before using cut-off?
Something off/ peculiar with your results with 'cut area exactly' option methinks - working here.
Possibly you've found another bug?
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Even with 'cut area exactly' option checked?
That leaves a nice tight line.
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Dear Wizards of the forum,
I need help deciphering the mysteries of CleanClay. The two I am most interested in are Reduce and Decimate.
Whilst upping areas of resolution seems more straightforward the art of reducing poly count with cleanclay seems more like voodoo.
1, The relationship between detail and brush size for each option? For example detail of 1 - means what - is it an average? Why is there details options greater than 1 - detail means increasing resolution using LiveClay therefore why is there an option for detail higher than 1 for reduction?
Reduce for example doesn't appear to reduce all areas i.e I use reduce on a mid level of poly count and nothing changes until I move to a higher area of resolution which is then reduced lower than the mid level? Brrrrrrrrrrrrrrrrrrrrrr.
2, The best selection choice for reduction whilst maintaining edge details?
3, what part does the smoothness option play?
4, it doesn't appear to play well with symmetry?
5, Do both reduce and decimate attempt to preserve detail?
Any illumination gladly welcomed.
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Does PaintHole do what you need?
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Ok -yes build clay aligns to view it seems
the best solution I've found is LiveClay at the detail set to 10 with stamp with moveable brush (stamp mode itself causing lag)
Any other suggestions to try appreciated.
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Still attempting to create a really good brush using BuildClay - never realized you could raise the detail past 5.
I set it higher but the brush defaults to detail value of 10 - is this the max available?
Also trying to use stamp move with high depth with BuildClay - notice as I move it across the mesh I sometimes get sharper results than other times
or some areas are better/ cripser /less pixelated than others. Hm - tricky.
Does the BuildClay align to camera view? Is this perhaps the issue.
Again any help much appreciated.
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Hi folks,
I've created an alpha that I would like an accurate sharp 3d relief from in surface mode.
I've tried raising the local resolution to sharpen the results using the alpha with the move tool but find the edges seem still too pixelated.
Is there a best liveclay brush that creates detail resolution to create a nice crisp detailed relief from the alpha?
Liveclay resolution is dependent on brush size - that would effect my resolution if my stamp was bigger?
I've tried setting some test brushes liveclay brushes to stamp mode but for some reason the computer lags very badly with a liveclay brush using stamp mode.
Any advice would be much appreciated on the best setting for a a good stamp mode brush from an alpha that can create enough localized resolution for crisp results.
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Thank you Carlosan for the video links, much appreciated.
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Yes - I guessed right.
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Can someone explain/ confirm the input parameters for the curves to create custom brush alphas?
Guessing, left to right = outside to inside - down to to up = black to white?
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However, and this is interesting... the problem with the CutOff tool is still there, *but* it seems to depend on how I start my work.
If I start from the start splash page, and select a sphere to work from, then CutOff seems to want to fail, unless the cut is VERY simple. *However*, if I start my work using the Voxel Sculpting option on the splash page... then it seems to work fine!
What is different about these two methods that might cause this?
Looks like I am out of messages for my first day, so please accept my thanks in advance.. but I should be able to respond tomorrow.
Regards,
R
Been having strange problems myself with Cutoff in surface mode , merging in surface mode and also mesh explosions after proxy mode.
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Been wishing for spline controls like this and more for years.
Be great to see splines utilized to a far greater extent.
+10000000000000000000000
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A great way to confirm your heading the right direction with a sculpt is to compare progress with a snapshot state - then undo or redo states accordingly.
A function to send a snapshot temporarily to background until cleared to default background would be extremely useful to make design assessments.
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Artman - thank you for confirming that.
I was hoping to avoid the boring bit :-)
Thanks also for your suggestion - useful I'm sure for any one else also searching this topic.
If only there was a function to copy and point a selected preset's alpha to an assigned folder , or a way to auto copy multi selected preset's alphas to an assigned folder when saving out an extension pack - the task of selecting presets to share would be far quicker.
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Thank you Artman for your reply,
when going through the options to save a .3dcpack file I can only seem to choose the folders for the alphas.
I can't seem to see a way to select only the alphas required individually from the brush alpha folders?
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If I shared a brush preset collection does it's relevant alpha brushes get saved with it?
I've been creating brush tool presets but some of the brush alphas are from different folder collection, some use modified and newly named LiveClay tools.
Would I have to include all the folders these brush alphas are from as well as any created LiveClay tools they reference in an extension pack save?
Not sure of the best way to go about this because it seems the brush presets reference the various folders that the brush alphas are from.
If my Preset brushes reference seven different brush alphas from seven different folders - do all these folders, each with there many different alphas that are not utilized with the brush preset also have to be saved? My concern is saving an extension pack with bloated folders of alphas when the user only requires the few brush alphas referenced from each folder?
What I want is to multi select a chosen selection of Presets from a Preset Collection and for the saved extension pack to save only the brush alphas required to a singular new folder as well as auto saving any user created liveclay tools referenced by the Presets.
Heyelp.
Yours confused
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I've been thinking for days it's a great shame you can't use hot keys to switch rooms and here's the solution.
Bravo and thanks.
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I thought that was Cntl key.
The cmd key is going spare :-)
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It would be great to hide panels quickly to maximize screen estate
By way of emulating Photoshop might I suggest or something along the lines of
Hide all tools and panels = Tab
Hide all tools except Presets and Left Side Panels = Shift-Tab
Hide all tools and panels except Presets = Cntrl +Tab
Even fancier would be the interface option to include or exclude any panel sectors from the show hide operation.
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Freeze created Bridge Polys - Freeze created VoxExtrude Polys - Smoothing
in Feature requests
Posted
It would be great if newly created geometry by various functions could maintain a frozen state over the created geometry so secondary global smoothing could be applied through the freeze mask.