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Rygaard

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Everything posted by Rygaard

  1. There is a new version "https://pilgway.com/files/3dcoat/V4.9/3d-Coat-V4_9-12BF2-64.exe" called ...12BF2-64. I downloaded yesterday ... 4.9.12[stable] What's news about V4.9.12BF2-64.exe? Some fixed things?
  2. @Andrew Shpagin , by your post the 3D-Coat is stable. First of all, I want to congratulate you and your developer team for everything. I know you just posted this new stable release, but you could kindly inform all artists that they are completely anxious about the great features and tools that will be released in the program. What can we artists know (if you can talk) about what is really coming in the next versions going forward? What could I come up with in the Sculpt Room, Paint Room, Render Room, Retopo Room? Will the geometry be more unified (can the artist edit polygons, sculpt and so on the same mesh) and so can have UVs in that geometry? We can paint Displacement Maps (similar to Foundry Mari) and then we can use and non-destructively apply this displacement map to a geometry by physically modifying it in Sculpt Room? What will be the main functions of the new Brushes and Alphas system? Can we have functions as important and essential as there are in other programs so that the artist can carve and detail the characters, objects and scenarios with much more quality? What can we expect from Sculpt Layers? Will we have the implementation of OpenCl? What will we have in the Paint Room? Will we have the interface, menus and palettes that can be completely customized by the artist and thus optimize the interface according to the artist's work? Will we have something similar to Modifiers that allows the artist to work non-destructively and in real time? Sure, there are a lot of other things, but what can we have in future releases? Thank you
  3. Hi, using ToothPaste, muscle tool in Surface Mode is causing holes in the mesh surface.
  4. Wouldn't it be better to implement Modifiers (non destructive processes)? Among the various modifiers, including, if possible, Multi-Resolution? Because if not, that way you asked, (Subdivision levels on retopo objects) you would miss the opportunity to also sculpt on this same object and Paint. Sorry if I got something wrong. Another very important thing, another workflow (parallel to what exists, without change anything) objects accept UVs even when they are sculpted or painted and the possibility of using displacement map on these objects to be deformed as needed (perhaps a displacement modifier?) Just thoughts ... In previous posts I've talked in more detail!
  5. Would be great! Please let me be very clear when I talk about suggestions or ideas. My suggestions or requests for tools and features are not intended to remove any features or tools that already exist within 3D-Coat. All the things that exist within 3d-Coat I love and are important in any workflow. The intention is only to improve features and tools that already exist according to the possibility. And implementations that would help and add to any workflow that already exists and thus would allow you to have more alternatives to further improve your work. As I said above, there would only be more opportunities for you to use certain techniques according to your needs and what you would like to do at that particular time. The opportunity for 3D-Coat to export different geometry resolutions is extremely useful and could never be taken from 3d-Coat. What I said at no time would be something to replace or finish something that already exists and that works well in 3D-Coat, just alternatives that could be more efficient and important for a given task. The artist would have the freedom to choose the best way to accomplish his goal and considerably increase his creativity and productivity process. I as an artist, having 3D-Coat as my main program, I can't lie or hide about one thing: I miss a lot of the various features and tools I used to use to perform different and diverse techniques in my work when I used other programs. Unfortunately, every time, I have to break my workflow and export a geometry of millions of polygons I'm using to Blender and then return to 3D-Coat. The biggest problem I face every time is that Blender doesn't have the same performance as 3D-Coat and that makes all the features I use in Blender take too long to come to the point of crashing my computer for cause of the density of polygons I usually use (millions). So it becomes a very difficult and frustrating job. Sorry, but I think that a lot of things I said about the video I posted and about geometry accepting UVs, enabling important techniques in a workflow, would be in my humble opinion as an artist things that would change the life of any artist for better.
  6. @Javis , @L'Ancien Regime , @Andrew Shpagin and everyone, I know this is not the place for suggestions, but I would like to take advantage of the moment Andrew has spoken about the direction that 3D-Coat might take. In this video I made a while ago, suggesting a single mesh in 3D-Coat, I talk about the many features and techniques the artist could have at hand that would allow freedom, ease, and unlimited power in the creative process. and performing workflow with extreme quality. https://youtu.be/mxKqYxiNRWs In the video, I used Blender to demonstrate, and my intention is not to make 3D-Coat become Blender. But yes, maybe it does inspire @Andrew Shpagin and 3D-Coat developers to implement fantastic things that would change the 3D-Coat workflow for the better. Some people may ask, but if Blender can do all this, why not use Blender? For me, 3D-Coat is a powerhouse and handles millions of polygons without the system crashing, just like painting in Paint Room. Other than that, 3d-Coat has a lot of tools and features that I love. I never thought I'd like a program so much the way I like 3D-Coat. So I really wish I could just work with 3D-Coat instead of breaking my workflow and changing programs every time I needed certain functionality, which I know and have a lot of faith that @Andrew Shpagin could implement inside the 3D-Coat. The things I talk about in 'video' are NOT TO REPLACE what is already implemented in 3D-Coat, but to enhance something that already exists or implement functionality. The main things that I talk about in the video are: - The advantage that a single mesh can have UVs. - Modeling and sculpture in the same mesh. - Opening of UVs in this mesh. - Creation, painting and use of texture maps in this mesh. - Use and advantages of Multi-Resolution that have UVs or not. - Creation and use of Vertex Groups with weight influence to select vertices with various types of goals. - Implementation of non destructive modifiers using Vertex Groups and UVs. Among the main modifiers are: Multi Resolution, Displacement, Boolean and others. In the case of the Displacement Modifier, this would be very important for the artist to create and paint displacement maps and then to preview and to apply the Displacement map to physically deform the mesh surface. And that would be compatible with Sculpt Layers so that the artist has full control of the mesh surface from which texture map was applied. The advantage of Andrew's ability to implement Modifiers in 3D-Coat is that it would give us incredible power in a completely non-destructive process. And everything we did would be shown in real time. Just imagine the possibilities of what I demonstrated and said in the video inside 3D-Coat ... I would venture to say just one thing: "I'm sorry ZBrush... We are now in a new era!"
  7. Is there a possibility to allow the surface mode of Sculpt Room to allow geometry to accept UVs? This way we could open texture maps directly in geometry and have the opportunity to use Displacement maps to physically deform and apply the mesh surface. And so have compatibility with Sculpt Layers these displacement maps. I say this because there are many techniques (one of these techniques would be using XYZ Texture) that could be performed using texture maps in geometry that would accept and have UVs. For example, in Blender, users have access to Modifiers (non-destructive process) such as Displacement Modifier, Muti Resolution Modifier, Booleans Modifier, and many others. And most of these modifiers use UVs - texture maps. Thanks
  8. Another good thing would be the user set the decimation number without getting stuck in 2X, 4x ... etc. Let's say you want to decimate to a number of polygons between 2X and 4X. You can't, you will always stay at the predetermined numbers. Something similar to Decimate from the Geometry menu, where the user can set exactly desired value by draging the slide . Maybe, this would also help with the size of the slide width, usually I have to make the ProxySlider Palette wide to be able to correctly manipulate and visualize what I need to do. Just a little suggestion....
  9. Hi, In Surface Mode - Sculpt Room, using the ToothPaste tool and similar tools (muscle and etc), the operation of these tools are causing several holes in the mesh surface. Holes are created automatically or when you smooth edges to make a better transition from the mesh created by ToothPaste (and other similar tools) with the existing mesh surface.
  10. I used the Objectify (Separate objects) command by right clicking on a layer in VoxTree. For a simple two-object operation in which a pyramid was within a sphere. Here 3d-coat 06 crashed my entire computer and it took a long time for my computer to respond again. That's because I had to use windows "End Process" to close 3d-coat. I don't know if that was a case apart for me.
  11. Still talking about Vox Tree ... We also have preview on boolean operations. As soon as you drag a Layer from an object with the Shift key to another layer in VoxTree, we have a new indicator of the boolean operation being performed! Fantastic! These are small things that make big differences in the end. Long time I expected this in the 3d-coat interface! Regarding all of these indications in Sculpt Layers' Layer dragging, unfortunately, there is no such preview or graphical indication in Sculpt Layers as there is in VoxTree. I believe that in the future we will have the same things in Sculpt layers or other 3d-coat palettes. Congratulations also for changing the icons and elements in the interface! They were beautiful! -------------------- Now about some Palettes.... In the Preset palette, I think the space is being "misused". Usually we have a lot of brushes (presets), and honestly, I would like to have a better advantage of the many brushes being viewed at the same time with information about the brush when the mouse was over. Usually, I have to stretch the entire Preset palette vertically to see as much of my Brushes as I can. And it's the Presets palette that I use a lot. I know I can only see by the brush name in the Preset palette listing, but I like to have a brush preview that I will use .....
  12. Of course, thanks for the Clone Tool tip in Paint Room. I already knew that the clone tool works perfectly with Sculpt Layers. That's great! But unfortunately the Copy brush in surface mode - Sculpt Room, doesn't work! This tool has great possibilities.
  13. 3d-coat 06= In Split Tool, the procedure does not require pressing ENTER. Split works automatically after I make the selection. Was it supposed to have a button to confirm the operation with Split Tool? Here below, I make the selection and automatically Split Tool separates the object automatically without having to confirm or pressed Apply button ... anything. Is this correct in version 06? The tool works fine, but I dont need to confirm the operation....
  14. I don't remember in the previous version of 3d-coat if it could do the same, but in version 06 I can use Brush Noise, apply and BUMMMM, Sculpt Layers accepts the texture of Noise Tool! FANTASTIC! I tested with Copy Brush (surface mode - Sculpt Room), but unfortunately this tool is a bit forgotten! Copy Brush doesn't work with Sculpt Layers yet ... Who knows one day this tool will be redone or updated. A tool that no other program has! Great for various types of techniques and detailing. I think the Copy brush is a bit like Vector Displacement and still copies any detail or surface.
  15. Thank you @Andrew Shpagin, Another fantastic thing about 3d-coat 06! We can't use Proxy Mode to sculpt or fix something without destroying anything in Sculpt Layers. All details remain intact as long as the program can hold. Great this! But.................... The only thing I realized is that the carving I did when I was in Proxy (8x) didn't stay 100% when I left Proxy and went back to normal. When I got back to normal, I noticed a 20% - 40% change from what I had done on Proxy, not 1: 1. In the eye region, rather, the eye socket, in the left socket of the image, I had carved the eyelid, but in the image as you can see, it's gone! In what looks like a nose in the image, I had carved a nose through the nostril holes, but the end result was gone too. But it worked, all changes made to the Proxy are stored in Sculpt Layers.
  16. Vox Tree News: version 09! Finally, some time ago, I made one video about this: Some kind of previsualization when you drad layers between layers in VoxTree: Now ...... We have! Thank you @Andrew Shpagin
  17. Andrew, I tried to install version 05 over version 06. And it didn't work, so I tried to open 3d-coat appeared version 06 instead of 05. I installed it in the same folder. There would be no way this could happen but I will have to keep version 06. I finally managed to install version 05 over version 06. I went to see my presets and they are working again with my saved settings .... (Edit Flatten Curves) .. all right! I don't know how to make my presets work on version 06. I sent my presets that I had (always backed up) to your email.
  18. Andrew, This is very important. All of my presets I had do not work as before. 3D-coat version 06, ignored all my presets. I will test more....
  19. @Andrew Shpagin I'm so glad to hear that! Thank you for the information! I just installed the new version over version 05. It looks like my presets have been modified in the new version 06. I went to the Edit Flatten Curves, and all my presets got a linear line. Will I need to reimport my presets or is there anything I can do to retrieve my brushes? Thank you
  20. My sincere congratulations on the tremendous amount of work you and your team have done with 3D-Coat! I haven't tried this new version yet (first I'll back it up), but I realize it will be a work change for the better! And sure, worth waiting for this new version! @Andrew Shpagin , I know you did a lot for this version, but I have a curiosity. When do you think you can launch the version of 3d-coat that has the new alphas and brushes system? ( I'm counting the days for this.) Once again, congratulations! You guys are awesome!
  21. Hi, Since everyone is talking about code or programming language. I would like to know your opinion regarding the Python language. I don't understand much about programming languages, and I know that 3d-coat is made by C ++. But wouldn't it be positive if 3d-coat also supported the Python language? Blender is powerful and the amount of tools and features made through Python is amazing. Wouldn't it be something to be thinking of a bridge between C ++ and Python? I once read an article about it and it seems that this would be possible. Like I said, I don't understand anything about programming, much less I would like to complicate things, but what do you guys think? Maybe 3d-coat would become even more powerful and there are many people who know how to program in python (just look at what they do with blender). Just a thought ...
  22. Hey everyone, I haven't used much 3D-Coat 4.9 yet, but it seems that this version has many bugs or issues. Is it my impression or is the 3d-coat 4.8.44 SL version more stable than 3d-coat 4.9.01 SL? I am a little afraid to use 3d-coat 4.9.01 SL in my project that I am sculpting for 3d printing. So far, do you think 3d-coat 4.9.01 SL is better than version 4.8.44 SL?
  23. Hi! I used the coat_data_path file in version 4.8 which directed files and folders to another hd. I created a new folder for 3d-coat version 4.9 and installed the program. How do I install version 4.9 directing to the HD folder I mentioned above? (Because there is my presets and many others important things). Could you please guide me by telling me the correct steps? I don't know if I need to copy and paste the coat_data_path file that was previously used (4.8 folder) or if I just need to go to the help menu and use the migrate option. Thanks for the help...
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