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gbball

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    God, Drawing, sculpting, games, basketball, animation

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  1. To chime in as a long time user. I have at times lately felt as thought 3D Coat has lost it's way. I've become somewhat disillusioned with the lack of finish on certain aspects of the tool. I've been a long time proponent of subdivision based multi-resolution modeling/sculpting for a non-destructive workflow and when I heard it was coming, I was thrilled...however the implementation while better than not having it, still doesn't support quad based meshes or sculpting. That and other things that could be huge like the almost useful node setup, the implementation of gltf export but not glb just adds to a long list of things that feel like they're not going to get done. The program feels increasingly disconnected in ways that it shouldn't. What drew me to 3D Coat in the first place was the workflow and user experience. It was more fun to sculpt in than anything else...and I'd still say that today...however, to this day, the sculpting is somewhat imprecise when you're ready to finish something off...not that it's not possible, but it's harder than it needs to be. There seems to be a lot of really great functionality, but not a lot of useful workflows and several edge case issues that haven't been resolved. @Andrew Shpagin I know it's an expense, but your team would benefit greatly from a dedicated UX person. Haikalle years ago did great work by combining several retopo tools into one more powerful tool with sensible alternative functionality. Someone who can script and leverage the vast amount of functionality in 3D Coat to facilitate more compelling workflows. The reality is these kinds of things will likely seem trivial to people who are very good programmers, but the implementation to support out of the box compelling workflows will go a really long way. Having someone like that on board will allow the rest of the team to focus on building tools and fixing bugs. Further, someone in this role could focus on iterating on the tools based on user feedback which you get a lot of here in the forums...feedback which currently doesn't feel like it's being acted upon. It's almost like a game is being made and the engine has a ton of nice tech, tools and functionality, but there is not enough focus on level and narrative design. You guys need that person on your team. To add, I know Blender is out there and it keeps growing, but people will always pay for useful tools that don't get in your way. Tools that make good assumptions about how people might want to work out of the box...but are still flexible enough to tweak to your liking.
  2. Don't forget about Organic Nurbs modeling too. I've shared similar ideas before, but I'll share again.
  3. It is possible and I believe worthwhile. I think 3D Coat would benefit from being able to sculpt on a quad mesh with subdivision levels, which would also allow for more straightforward baking. But other than that, you can get very detailed sculpts if you understand how to approach things strategically. Everything you learn will translate to other tools if you decide to expand your pipeline.
  4. If this is a real thing, I think 3D Coat should jump on it. One of the things that I'd like to see more is better overall pipeline integration and that would go a long way. Especially since as you've said, a lot of concept artist use 3D Coat. It would theoretically lead to a larger userbase. Look at what Eevee did for Blender and Lumen and Nanite for Unreal. Even Marmoset built a texture and baking tool around their render engine. Having a good built in render tool is a game changer. It sounds like you're not talking purely hypothetically and you're aware of a potential partnership, are you not at liberty to say with who?
  5. Something built with Godot is another option. It was my understanding that a render engine was in the works for 3D Coat, what is the progress on that? Has it been shelved?
  6. It would be awesome. I would settle for something like a realtime Sketchfab integration though. Which is actually something that could be easily achieved using Babylonjs which is a free open source webgl/webgpu game and rendering framework. It's basically Sketchfab, but free and with real interaction if you want to do some coding. https://editor.babylonjs.com/ - an electron based editor for Babylonjs made by someone in the community https://doc.babylonjs.com/features/featuresDeepDive/postProcesses - about Babylonjs render pipeline https://playground.babylonjs.com/#Y3C0HQ#146 - a Sketchfab style demo complete with post process fx that is easily integrated in a webpage for free.
  7. Nice, Are you a developer too? Have you tried Babylon and if so, why Threejs over Babylonjs? We're currently in the process of reevaluating our webGL library choice.
  8. Being able to export to glb would make a major difference. I use a webGL library called Babylon.js and it has a site for uploading glb files. sandbox.babylonjs.com Currently I have to export from 3D Coat to Marmoset or Blender to generate a glb. It was a request I made a while back, but I will echo @oiver55 that it would be very helpful. Also, to answer the OP, you can change to gltf in the model export options, so instead of obj or fbx, you can choose gltf. That being said, being able to export straight to glb would really help. Glb is the primary format for 3d on the web and it's also the primary format for Godot, which is a game engine with a growing user base. Incidentally, Babylonjs could be used instead of sketchfab for displaying 3d meshes online. There is a free editor here https://editor.babylonjs.com/ and there are several examples such as this one of https://playground.babylonjs.com/#Y3C0HQ#146 which could be easily prepared to allow 3D Coat users to have an alternate render pipeline that is more similar to what you'd get in Sketchfab or Marmoset Toolbag for free.
  9. Agreed, you need both. And I will echo the idea of having a button or option to convert the active frozen area to a layer mask.
  10. I think there needs to be an outliner that has filters for sculpts, retopo models, paint models and curves. This should replace all the separate little menu lists that need to be managed. This would open the door for useful drag drop operations and helpful mesh status visualizations such as having paint data on a sculpt mesh or being able to see sculpt layer relationships at a glance.
  11. This looks promising. But we need a way to manipulate the Nurbs. Some kind of fusion between Nurbs and curves to get Pseudo polygons, where you can inset, extrude, and move with soft selection falloff. To be able to go back and forth from Nurbs -> Retopo mesh or Nurbs to a voxel/surface mesh stamp or even better, a way to use Nurb patches as an advanced move tool for sculpts. This would be good if you could take advantage of the nurbs patches like my curves experiments from a while back. Nice to see the progress though! This looks promising. But we need a way to manipulate the Nurbs. Some kind of fusion between Nurbs and curves to get Pseudo polygons, where you can inset, extrude, and move with soft selection falloff. To be able to go back and forth from Nurbs -> Retopo mesh or Nurbs to a voxel/surface mesh stamp or even better, a way to use Nurb patches as an advanced move tool for sculpts. This would be good if you could take advantage of the nurbs patches like my curves experiments from a while back. Nice to see the progress though!
  12. Make the base forms a little thinner than you want, then increase the resolution. Apply procedural noise and then extrude a bit.
  13. I think 3D Coat could theoretically do some of this and I've been pushing for a similar approach. I'm still hoping for something like this, but it's hard to see where things are headed. Workflow is important and this looks like a really useful tool. I'm going to try it out. It looks like it has 3D Coats boolean simplicity without the brute force Voxels only approach. Seeing this makes me a bit sad that 3D Coat hasn't quite capitalized on it's potential in this area.
  14. Thanks Carlosan, but to be honest, this doesn't help much more than the tooltips that exist within the nodes. I know how to do basic things like use noise as a mask between two colours and the material IO nodes are similar to Substance Designer...but I don't know how to use the Cavity node and I don't know how to use the AVObject nodes. I was able to look up the functionality of some of the math nodes in an glsl reference, but I can't get the time node working and same thing for the AVObject nodes. What do I need to do to get something to display? Does it depend on the context I'm in? Like Environment Nodes/Shader Nodes/Post Process Nodes? Also, what is the reason for some inputs/outputs being green and others red? Is it just a partial implementation and some nodes don't work properly yet? I think there needs to be more communication around this feature and the current state of it's implementation.
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