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Tser

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Everything posted by Tser

  1. That's good to know Andrew, but better a late release than one with a bug in it. Hope you enjoy your break. T.
  2. Is there a way to expose the mesh of the sculpt while working without pressing the "w" key? or is there a shader available which highlights the wire frame, I mean something better than the LambLight_depth shader. T.
  3. I cannot seem to be able to delete hidden geometry (surface mode), is there a trick to this? T.
  4. Yep, I also get the wrong LC brush selected when selecting the Preset brush, for e.g. selecting the TSmooth preset brush selects the LiveClay brush, but after redefining the presets they work as expected, I think it would be a pain if you had a lot of presets to redefine though. T.
  5. When in Surface mode, then use the SurfHide brush to hide a section of my sculpt I get a lot of geometry fragments left behind which I cannot do anything with, they are un selectable, any one else get these? The only brushes I have been using are the Move, Smooth, LiveClay, Decimate and TSmooth. T.
  6. Any chance of getting that 18F update for Linux? That bug with the disappearing Tool panel hit me a couple of times yesterday, forcing me to restart 3DC. T.
  7. @digman Yep, it seems that the generation of these fragments are the problem, once these are prevented from forming then the LC tools will be truly great. T.
  8. I found that when the fragmented geometry manifested that I could get back to a stable mesh by: 1, Using the Voxel -> Decimation to reduce the overall poly count. 2, Using the surface Smooth brush at a strength of "1" to "dissolve" the fragments away to nothing, (this was time consuming). 3, Then use the TSmooth brush to create a more organized mesh. By the way, its very annoying to keep holding the "W" key down just to see the mesh, Andrew is there a way you can implement a toggle to keep the mesh visible? or did I just miss it? maybe have the View -> Wireframe option could be made to show the mesh in the Voxel room. T. T.
  9. As BeatKitano pointed out, the only way I could go on with the sculpt was to convert it back to Voxels with a resolution of 50 000 000 to get the same detail as I had with the Surface mode and then use the Smooth all and smooth brush to get rid of the surface marks left by the random mesh fragments. This took quite a while to do. T.
  10. I have gone over all my saved incremental s since I converted from Voxels to Surface to add more detail for the creation of ears and every sculpt contains these very small fragments of geometry randomly distributed around the surface mesh. It appears that these random, fragments of geometry only appeared after I started using the LC tools. So, its not the Clone which caused the problem, the Clone process only brought the problem out, the problem was caused by the LC tools on the original sculpt. This MUST be fixed or else the LC tools will not be able to be used.
  11. No go, I tried the legacy and the Clean surface, the close holes and the Clean up memory, nothing works. In wire frame there are many fragments within the mesh after the clone creation, I cannot get rid of them, they look like they are not attached to the original mesh but they are stuck to it. Any idea how to clone a sculpt without these excess fragments of geometry? T.
  12. I am using the latest Linux beta, 18C, I always use the latest beta version, I would not treat anything as a bug if I was not using the latest beta version. My system is Fedora 14 x64 bit running on dual Sandy bridge Xeons, 48GB ram, Quadro 4000 video card. Its not only after I do an undo with the cloned copy, it happens with any tool used on the clone, the mesh just gets ripped apart when you try to do any modifying, even if I try to do a global smooth the sculpt fragments into many pieces. This behaviour renders the clone useless. T.
  13. By further experimentation, I find that the problem only occurs after I have used the undo. This has got to be fixed. T.
  14. Speaking of bugs, does anyone have the problem when making a clone (with symmetry), of your surface sculpt and trying to work on the clone, I keep getting the mesh breaking apart with any brush I try, even when smoothing.
  15. I also see these same problems in the Linux 18A version. Great to see the ability to manipulate vertex, edges and faces in the retopo room. T.
  16. I have given this some more thought and have come to the conclusion that the best way to tackle the problem is to have two versions of 3DCoat, a Standard version 4 which is minus the "beta tools" and a Pro version 4 which includes all the "beta tools", in this way current 3.7x users will be able to use the Standard version 4 without extra cost and will not be pressured into an upgrade just to get bug fixes. If you need the extra features of the Pro version then you will have to pay extra to unlock those features. This way, Andrew will still be working and developing on only one version and both the Standard and Pro versions will be improved together. T.
  17. I have no problems with the "beta" tools being left out of the version 3.7x, as long as everything in 3.7x is not in "beta" and is rock solid and if there is a problem found then it should be fixed, but I am afraid that the 3.7x will become history and Andrew will just keep developing version 4.x and not have the time to worry about 3.7x. I personally don't use or need the whistles and bells which are the "beta" tools, I just need stability and fully functional, non-broken standard tools. T.
  18. Thanks for the heads up Phil, is there a 17A available for Linux? T.
  19. It appears that I can only tweak the vertices if I have a voxel model under the mesh, no voxel model = no tweaking the vertices of the retopo mesh... Very strange that I can tweak the faces or edges.
  20. Hi Guys, its been a while, but I am trying to tweak the vertices in the retopo room and nothing happens, it works with edges and faces but not with verices, anyone else have this problem, this happens with 14B and 16A. T.
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