PolyHertz
Applink Developer-
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Everything posted by PolyHertz
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This. So much, this. Seriously, we're finally having real progress made in the paint room after years of waiting, but whenever people start banging the war drum like this for completely unrelated features it causes nothing but misdirection. You want a new pose tool so bad; fine, vote for it on Trello to let your voice be heard like the rest of us. But for the time being, the focus is on PBR, and after that -probably- layer masks (Shortly before PBR work began Andrew did promise it after all).
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Shouldn't all this pose tool talk be in its own thread (since its really starting to crowd up this one, which is mostly focused on PBR/Paint)? And then also have a Trello card made once everyones decided what they want from a new pose tool (or changes to the existing one) for everyone to vote on.
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V4.5 BETA (experimental)
PolyHertz replied to Andrew Shpagin's topic in New Releases, Bugs Reports & Development Discussion
Hell yea we still need that! I'm seriously starting to wonder if Andrew forgot about it since the poll we had from nearly half a year ago. -
V4.5 BETA (experimental)
PolyHertz replied to Andrew Shpagin's topic in New Releases, Bugs Reports & Development Discussion
Any chance the Hide tool in the Paint room could get an option to 1-click hide continuous geometry (aka. elements/shells), and/or UV islands? for continuous geo It can already be done by using the hide tool on some faces and then growing the hide area until it encompasses the entire piece, but that's pretty slow if your dealing with a large number of elements. The default robot mesh is a good example of this. -
V4.5 BETA (experimental)
PolyHertz replied to Andrew Shpagin's topic in New Releases, Bugs Reports & Development Discussion
Between Mantis, Trello, and these forums, I really don't think we need more ways to report issues and make requests. That said, Mantis is a complete mess. There are currently 693 open issues on there, that's a hell of a lot. Personally I think the whole thing should be wiped and started over, keeping only those linked to Trello requests, or which are specifically asked to be kept by users over a grace period before said wipe. -
V4.5 BETA (experimental)
PolyHertz replied to Andrew Shpagin's topic in New Releases, Bugs Reports & Development Discussion
Great work on the new paint stroke system, the lack of self-intersections now is especially noticeable. Finally messed around with the PBR stuff too. The default PBR materials are nice, but was surprised there were no default glass materials yet (scratched, cracked, stained, wet, etc.). Turning on/off layers also seems to have gotten much slower since the pre-4.5 builds (more map types per layer, so I guess maybe it should be expected...). Also, two small bugs I noticed that haven't noticed being mentioned: -When you go to create a new PBR material if you press cancel it'll create a blank one that has to be deleted separately. -Texture Editor and Viewport seem to interfere with each other when different map types are viewed. ie. if Texture Editor is set to glossiness the viewport cant be in flat, or if in gloss viewport cant be in metalness. etc. -
V4.5 BETA (experimental)
PolyHertz replied to Andrew Shpagin's topic in New Releases, Bugs Reports & Development Discussion
I think the majority of people would like regular layer masks. I was expecting it after axial symmetry was added (remember the poll?), but seems like Andrew forgot about it. -
V4.5 BETA (experimental)
PolyHertz replied to Andrew Shpagin's topic in New Releases, Bugs Reports & Development Discussion
This is actually one of my favorite features in the paint room when doing classic hand painted textures. I don't see why PBR would be an issue? Just have an options box that lets the user select which map type(s) are projected, and have special layer groups for each one (seeing as how 3DC supports that now) if multiple are projected at once. Personally though I'm happy so long as it can still be used to do old school work. -
V4.5 BETA (experimental)
PolyHertz replied to Andrew Shpagin's topic in New Releases, Bugs Reports & Development Discussion
Would this be the equivalent of a "Solid Color" layer in PS? If so, and it was transferable as such, that would be nice. -
So looks like Substance Painter has left beta. With 1.0 it also now supports 4k texture resolution and import of custom shaders. http://www.polycount.com/forum/showthread.php?p=2157077 http://www.allegorithmic.com/products/substance-painter
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Viewport is looking ace. Procedural materials sounds nice, but I'd rather we get the PS-style masks issue sorted first. If procedural masks can be used with procedural materials something equivalent to DDO in 3DC should become possible too. A particle brush system like found in Substance Painter would also be very useful.
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NVidia GTX 900 series hits the market
PolyHertz replied to AbnRanger's topic in CG & Hardware Discussion
The mobile improvements are much more impressive then the desktop improvements this time around: -
New Mantis Project added v4.1
PolyHertz replied to Taros's topic in New Releases, Bugs Reports & Development Discussion
Is it possible to re-open a Mantis report that's listed as "resolved"? Andrew set this one to resolved, but it's only been resolved for when the window is floating, not docked: http://3d-coat.com/mantis/view.php?id=1124 -
You can do this with projection painting ("Edit Projections in Ext. Editor"). afaik this isn't possible directly in the viewport. The reason being that if it were to project through based on the brush angle (ie. an averaged surface normal) the resulting paint could become very unpredictable (painting on the knee could end up on a characters lower back for example). If it was based on viewing angle instead you'd still have the problem of it projecting a 'squashed' stroke based on the surface normal making for vast amounts of distortion on the reverse geometry. I don't think there's a good way to do this without using direct projection, but 3DC only supports averaged normals projection in its viewport currently.
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A 'one room layout' can work, but it needs to be completely modular in design. Everything should be drag-droppable, menus, sub-menus, buttons, etc. There's nothing wrong with room 'presets', but users should be able to create a room that will handle any/all of there needs from scratch if they so desire Realistically though the 3DC UI would need to undergo a massive number of changes for it to be practical.