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michalis

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Posts posted by michalis

  1. Yeah....I could never figure out just who was clamoring for an Octane plugin that will cost you roughly $300 (plugin + standalone, which is mandatory), when it doesn't give you anything you don't already have in Cycles.

     

    I see your point. However, I haven't seen an octane render I didn't like so far. There's always some magic on this engine. If you render directlight only, it still looks great. 

    Cycles is a competitive engine but has long way to go. The good news are, cycles is developing rapidly and it will keep it this way for some years. 

  2. Usually get inspired and be impressed by many posted works. 

    Not from the above posted links though. Great craftsmanship it maybe. In most cases, far away from what art really means. 

    A good example of great art IMO, and lot of details (which happen to be more difficult in this case) here

    http://www.zbrushcentral.com/showthread.php?1033562&p=1033562&viewfull=1#post1033562

    However, I'm interesting in more simple forms and fast direct doodling. A direct art where I sculpt or draw only what has some meaning to me, only what I can understand, to be able to measure it. 

  3. OSX 3dc builds don't support CUDA. 

    Is this what you meant Andrew? 

    Mac does not support CUDA means something else. 

    OSX does support CUDA alright. (OSX 10.7 - OSX 10.8.4)

    Checked and confirmed under blender cycles GPU (CUDA). Excellent results as expected. 

    BTW

    OSX 3dc builds run wonderfully on my machine. (dual xeon, 16 threads, ATI HD 5870, 24 GB ram) (5870 is still a decent GPU for OGL, NVidias, not so) 

  4. I am amazed that the source has been provided free of charge!

     

    You shouldn't. The developer demonstrates this amazing engine. Considering it's a webGL app. His work is amazing indeed!

    It's not a sculpting environment. The brushes engine is quite primitive. 

     

    Just to prove that sculpting can be simple, powerful - and not required to enlist a vast number of hardware and software resources to work:

     

    @Psmith, this may not be accurate. It seems we need some hardware to maintain good performance. 

    3dcoat (and blender) run extremely smooth on my hardware setup.  On very dense meshes. So happens with this webGL app. Others may have different opinions. 

  5. Great find Greg, thank you.

    Lot of fun, impressive I could say.

    It stopped working at ~65k poly.

    It looks like a four threaded app.

    I'm not sure if it's an uploading rate issue, though.

    Just saying, now.

    After some suggestions from the dev of this wonderful app.

    It runs better in chrome.

    Anyway, I was able to sculpt on a ~1 M faces, maintaining good performance.

    All these under a WebGL environment.

    Amazing.

  6. @mifth

    Import shaders?

    Do you mean to link textures to a ready made "ubershader" for instance? Or to a ready made typical cycles nodes tree, diffuse, glossy, bumps etc?

    Well, I don't care much, what we have now is all I need. Textures are already in the database of blender, just assign them to the appropriate tex node.

    What about the opposite? Assign a texture under cycles, on a object. How to jump to 3dcoat for painting? Does the appling supports assigned textures by cycles?

    BTW, the tex painting in blender is under development. It still sucks a bit. And, I'm afraid, it will be so for long. So, Jumping to 3dcoat, for painting textures is always a pleasure for blender users. I wouldn't say the same for zbrush, for many many reasons. lol

    A question: Blender supports multiple vertexpainting sets. Unfortunately, I haven't find a way to support it via the 3dcoat vpaint system. One set only, is all I can do.

    Vpaint sets are very useful under cycles, as can be used to colorize or to control other textures, bumps, or whole shaders etc.

  7. @David

    You don't really need the applink to export to cycles, not you, or me. If it is a final render anyway.

    But reasonable enough to have a direct nice cycles preview when working in 3dcoat, right?

    I mean, we have to wait for this "ubershader". Still waiting. Some changes on the cycles nodes UI were needed first. Devs working as we speak. Patience.

    If a direct link of the basic exported 3dcoat maps is possible, then, that's it.

    You have a basic scene, a template, with some lighting setup.

    Then, just preview render, fine tune the values and... render.

    A couple of months ago, we weren't sure what kind of normal maps cycles loves.

    Even now, with the existing applink, if we have a nice template, a ready made material node tree, the only needed is to select the texture on the appropriate tex node. Already in the blender data base.

    One day, cycles will be capable to bake its nodes (noodles LOL) to a tex map. Then, we can come back to the applink, because a nodes system is endless in possibilities, multiply these with the layer based 3dc system. Well, ... any approach will be possible.

  8. No spirals in this case. I used bracelets - guides.

    Just a 5 mins doodling (dynamesh), z remesher, exported in blender. UVs (follow active quad mode) and a ready made bump + an already baked AO map).

    Took ~30 mins including rendering. Ready to export. I can even delete half of these loops but I don't mind.

    I think, z remesher is an amazing tool. IMO, the first really working auto retopology.

    post-2454-0-25662700-1372580532_thumb.jp

    post-2454-0-36654900-1372580549_thumb.jp

    • Like 1
  9. @alvordr

    For hands, please use guides.

    About Zremesher, please read the manual first. It adds some more loops so you have 1700 faces. You can avoid it. (try alt, the optional algorithm too)

    About the 3dc autopo, you have some impossible to edit topology there, you also have 7 n-gons. A rather chaotic palm.

    Well, I have some excellent results using - testing z remesher. The good news? I can easily edit these meshes. Rather impossible for 3dc or qremesher cages.

    Guides are needed to avoid spirals on hands -fingers legs... the usual nightmare. LOL

    but you tested it on hands man... hey. You need one hand - base only. If you work on a multi resolution application I mean. Right? ZBrush is one of them.

    • Like 1
  10. Which seems not to be a helmet part, and not belonging to Agamemnon neither (?) ... My bad.

    Not a helmet part. Neither it's Agamemnon's death mask, though not your fault. People still believe it's agamemnon. Schliemann was quite wrong on this...

    Greeks of ~1300 BC were not speaking exactly the same language as in ~500 BC, they didn't use the alphabet (gramiki beta is not phonetic). Neither their helmets looked like the well known of the classic period. Neither had develop any particular fighting system (like phalanx). But, they had lot of ships, Homer gives us all the names of the NIES (ships-plural-female) ( he he, NAF(V)S, NEOS, NIA, NIES, the greek grammar, here comes the latin NAVA...> NAVY) (a very old indo-european phonetic? Or, I should say from a mediterranean language, lost now? )

    I know, David loves such stories... hope I didn't spoil the thread.

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