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Spiraloid

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Everything posted by Spiraloid

  1. thanks for this you guys. I made myself an increase and decrease density script and bound it to a hotkey, it kept selecting the transform tool and I used your script to reselect the current tool. giving as I get: // this script degrades the current layer by 2 and keeps the active tool. // used for a quick "degrade" current vox layer hotkey. void setCurrentTool(string id){ array<array<string>> dict = { {"VOX_SCULPT_TOOL::SCULP_GROW", "$[Page4]Grow"}, {"VOX_SCULPT_TOOL::SCULPT_SMOOTH","$[Page4]Smooth"}, {"VOX_SCULPT_TOOL::SCULP_FILL","$[Page4]Fill"} // (...) }; for(int i=0;i<dict.length();i++){ if(dict[i][0]==id){ cmd(dict[i][1]); break; } } } void main(){ // make sure we're in the sculpting room if(!IsInRoom("Sculpt")){ ToRoom("Sculpt"); Step(1); } //store current layer name string CurrentVoxLayer = GetCurVolume(); // rename it RenameCurVolume("DELETE_ME"); // store the current tool string CurrentToolID = GetCurrentToolID(); // clone and degrade the current layer by 2 cmd("$VoxTreeBtn7"); // name it the same. RenameCurVolume(CurrentVoxLayer); // delete the old layer. SetCurVolume("DELETE_ME"); cmd("$VoxTreeBtn1"); //select the new layer just in case SetCurVolume(CurrentVoxLayer); Step(1); // recall the tool so you're not in transform mode. setCurrentTool(CurrentToolID); }
  2. tonights spitsculpt while I get the hang of PBR layers. robot_head by spiraloid on Sketchfab
  3. Toon Texture Test by spiraloid on Sketchfab 143781179134 by spiraloid on Sketchfab just doodles while I setup my brush presets.
  4. mannequin test by spiraloid on Sketchfab
  5. +1 Really need this for working with objects in other apps.
  6. This is pretty great. I am hoping to modify it so that it can print out the transforms of each vox layer for exporting instances. I can't seem to find any references to a getTransform command. am I being dense?
  7. Spiraloid

    gak splatter

    random images while I setup tools for real work.
  8. From the album: gak splatter

    just dusting off this old model for some GPU raytracing.
  9. just getting my bearings in octane. 3Dcoat + PBR + octane = awesomeness
  10. I've been manually doing my setups in octane by exporting my scene's as .obj files and then using meshnodes in octane. the only problem I'm having is that the vox layers as they are exported from the sculpting room are not given unique materials per layer. This means I can't use the material map node in octane to reassign materials and have to export each layer one by one. it would be awesome if 3DCoat could get updated so that the "export scene" obj exporter were able to assign a material to each vox/surface layer. it's really the main feature needed for applinking to octane. other than adding reinstance support, but that would mean that 3DCoat would have to either use alembic file (http://www.alembic.io) instead of .obj. (octane will recognize all the reinstance transforms by using checksums). or generate the scatter node with all the instance transforms written in and an obj mesh node. here's a pic I whipped up from a voxel mesh in octane.
  11. one more minor bug. but it makes me nuts. I have vox layers with transforms scaling them up to mountain sizes. works great. the voxel density is low but I can sculpt the terrain and the horizon well. the bug is that the brush radius and the apply curve/models don't respect the vox layer scale transform. since the brush radius right mouse drag size is limited to 500, I am forced to type in a brush radius value of 5000 over and over again. I know it makes sense for novice users to limit it, but with a scaled vix layer, working at massive scale is performant and awesome. also: applying models to scaled vox layers gives an inaccurate warning about trying to apply a giant volume and creating a billion polygons and running out memory. but -this is not true since the receiving vox layer is also huge so the apply will only add a few thousand more poly's to the scene. short version. 1: brush radius needs to be scaled by selected vox layers scale. 2: apply model warning logic needs to be extended to understand target layers scale transform. Sent from my iPhone using Tapatalk
  12. why not use an app like teamviewer app to connect to a monster machine from whatever tablet you like? Sent from my iPhone using Tapatalk
  13. great topic. I'm blown away by the new release. I was fast before but now. wow. my wishlist. -Uv room: unwrap only the selected faces and pack them into any available place so I don't have to change textures. I like to keep adding things to textured unwrapped models a lot. it's possible now, but it should be easier. -tweak room: transform tool needs a select all option. -assignable hotkeys for right click on vox tree menu. rename, decimate etc. -viewport: needs game mode camera with look and wasd navigation for world building -import tool: respect spacing bush options and a scale jitter for scattering instance objects. (sprite cards etc) -inport/export to allembic. -viewport: needs delete option on env map chooser. can only add. -render room: option to render spherical hdr env maps. -import/spline tool: better support for uv mapped models when in surface mode. -when downgrading a voxlayer, I wish the decimation used better cavity masking to preserve creases better. -really wish there were a unified freeze menu so the same freeze can be used between, vox extrude, layer, pose, split, cut off, painting etc. Sent from my iPhone using Tapatalk
  14. hmm, I installed it and have the shelf and the plugin loaded. but when I try to export I get this error in maya. export complete // Error: line 1: AttributeError: file C:/Program Files (x86)/Autodesk/Maya2013/bin/plug-ins/3dc_connector.py line 1000: 'module' object has no attribute 'MStatus' // windows8.1 3DCoat4.1 maya 2013 32-bit sp2 any ideas?
  15. Hey andrew. consider this instead of doing RGB. http://www.youtube.com/watch?v=Hwa0wAI9neY Id rather have three solid color layers with an 8 bit mask, then only one 24bit full color layer. same memory.
  16. 3Dcoat isn't really a laptop tool. for 3DC, you might want something more like.... win7 64bit 12 core,3.33 GHZ i7 GeForce GTX 580 512 Cuda Cores 24GB of RAM 1.5GB of Texture/video memory Wacom Intuos4 tablet DX11
  17. second to last question on the FAQ. http://www.teamfortress.com/workshop/ is a link to all the heads of the TF characters in .obj form. build your hats around them and you are good to go. http://media.steampowered.com/apps/tf2/workshop/TF_heads.zip the last question on the FAQ tells you what to do after you've exported your completed model. (we made a quick obj to item compiler called itemtest) http://developer.valvesoftware.com/wiki/Itemtest
  18. in case it's not obvious to other 3DC users, the hat, "spine chilling skull" was made in 3D coat. the game mesh was created largely in an automatic fashion. the mesh started as autotopo from the voxels and then I started collapsing and splitting edges, with minor brush work to place edge loops. the uv's are the automatic unwrap with no editing other then edge loop select and island resizing. the textures are baked down from some tuned vox layer shaders. for those interested in making items for the steam workshop and team fortress, 3DC and the new itemtest tool is a great option. visit here to see items other artists are uploading and voting on now. http://steamcommunity.com/workshop/browse thumbs up Andrew, thanks for making such a great tool. perhaps an applink to the itemtest is in order? happy hat making. -b
  19. http://www.teamfortress.com/manniversary/ http://www.teamfortress.com/manniversary/workshop.html http://www.teamfortress.com/workshop/ if you would like to know how to publish an obj to the steam workshop checkout the last link on the faq. http://developer.valvesoftware.com/wiki/Itemtest
  20. thought folks here might appreciate seeing this. http://www.teamfortress.com/post.php?id=6483
  21. I've been using zbrush4r2 and I must say, you got some competition now andrew. here's my lastest ZB flythrough. pretty great being able to paint in color while doing "voxel-like" operations. the new features look great in 3DC, but sadly I can't get any version since 3.5.20 to run fast enough to use. not sure how others aren't having this problem, but after a few minutes in 3DC, it starts running so slow that I get 3 frames-per-second just moving the camera on even a simple default model. the same machine using 3DC 3.5.20(CUDA)(DX64) can work for hours. slowness happens on GL or DX and on other freshly installed machines.
  22. great reference for doing figure studies. thanks! I like following life photos too. fashion and hair blogs are handy. http://www.thesartorialist.com/
  23. very nice! can't wait to try it out. does LC support the merge and carve tools yet? -b
  24. which mouse do you use? I've been looking for one since I like sculpting with two hands in real life. I tried the spacenavigator, but for simple turntable movment the spring loaded input made me crazy. these guys make a good trackball, but they don't sell them. I'd love to hear what other people use -b
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