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gbball

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    Toronto
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    God, Drawing, sculpting, games, basketball, animation

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  1. If possible, it would be good to be able to right click on any field and define the range in all sliders...or provide some other method for defining the range since everyone will want something different.
  2. That's because RMB is used to change the plane position, so it can't be used for brush size adjustments.
  3. Absolutely. I would argue that it's an important option for polymeshes in the model/retopo spaces as well as in the sculpting space.
  4. I think the picking actions only work on ghosted layers...It should be clearer though. I can see why you'd make the mistake. Edit: Nevermind, I think you're talking about something else.
  5. Actually, what you can try Silas is ghosting the layer and changing the pick behaviour to act, but don't pick. That should help in the situations where you draw over existing geo.
  6. It would be useful to have a way to manipulate a drawing plane or stroke origin point using the 3D mouse in real time. So instead of changing the view, there could be an option for the 3D mouse to move around a depth/orientation plane.
  7. Thanks @RabenWulf Excuse my ignorance...I have yet to do a deep dive into sculpt brush settings. I mainly use pinch and one of the rapid or clay brushes. When I've used Zbrush a little bit here and there, the sculpting has felt in some ways a bit more predictable and the surface felt firmer...and the stroke details more localized... in the sense that what I expected and what I got were the same. I think 3D coat has gotten better in this regard, but I only use a few brushes like I said and I don't use ZBrush that much, so I can't make a definitive statement one way or the other. I'll definitely try out the Dam Standard 2 brush though and do some comparisons. One thing about 3d-Coat is that the brushes have constantly been changing, which isn't a bad thing, but that makes it hard for me to say definitively what it feels like vs something else because previous versions have been different. I think the changes have been for the better. I think the way falloff in 3d coat vs focal shift in Zbrush is a fundamental difference that should be overlooked. As in my mind falloff should allow me to make strokes that provide a nice buffer within the border of the brush radius that doesn't affect the underlying sculpt geometry at all.
  8. Here is the shader if anyone wants to test it out. explosion_node_shader.3dcpack
  9. This is a gif showing me clicking on the same node-based shader multiple times. The parameters keep changing for some reason. This used to happen with all the node shaders I made, but now it's just this one. The others seem more stable. I made this in an older version of the program...maybe 2021.09 or something which might be part of the issue. Here is my node tree...the shader in this image isn't displaying as intended.
  10. It's happening even with the default sphere. I'll do some testing, but I also tried deleting the default shere in voxel sculpting and creating a new sphere primitive in which case it worked...but I had the same problem with cube and some other primitive shapes. Node setup. No sculpting done. It worked this time...but it's not working every time???? Very strange...I'll see if I can pinpoint the issue. Maybe you can try a few times to see if works consistently.
  11. I'm having a problem baking from nodes. Version 2021.14
  12. What brush is that? I wonder if it has anything to do with the way falloff works.
  13. I think the best path towards what you're suggesting to is to create a more robust set of sculpting abilities in the paint room, which seems to be more a straight displacement style sculpting. Of course, I don't know how it all works under the hood, but I think if you paint with displacement... i.e. a black and white pixel information to displace an underlying mesh you could do a lot of cool tricks since you're really just be working into a 2d texture essentially, so blending, masking and smoothing would all work really nicely and you'd have the same level of control as you would if you digitally painting something in Photoshop. Not sure if that makes sense or not, but that's what I suspect zbrush and Mudbox do and I think 3D Coat does the same when you paint on a sculpt object with depth in the paint room...with the only difference being that the brushes there are extremely limited and the seem to just push out on the vertex normals.
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