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gbball

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Everything posted by gbball

  1. Resurrecting this thread from the dead!
  2. Maybe not an ideal solution, but you could adjust your default navigation settings so that you have to press alt to tumble all the time.
  3. Yeah, Zwrap is what I saw initially, and I thought that would be a great retopo addition in 3D Coat. And then being able to pull in some textures from XYZTextures.
  4. There is a new feature called autopick on the top. You'll want to uncheck it if I understand the problem properly.
  5. I recently came across this plugin. Something like this would be great in 3D Coat. https://blendermarket.com/products/softwrap You guys are almost there already with the cloth tool.
  6. Try using the 'Coat' tool instead. That will also give you the option of making a patch in the retopo room, that you can then turn around and import for cloth.
  7. Yeah, it's exciting stuff. Right now, this isn't really a contiguous mesh...it's a series patches aligned to a sphere. But I have found a way to use these patches as a kind of stamp or mold to create a solid voxel or surface sculpt object.
  8. This is what I would recommend. In a lot of ways, it offers enhanced flexibility because you can transform objects to have different orientations, while keeping the geo linked.
  9. Awesome news! If it's not too much trouble, will extrude, inset and bridge be doable? Thanks! Looking forward to the new release!
  10. @Gorbatovsky After testing, I've found using 4 curves as the most flexible way to make patches using the Swept N Gener tool. I think a fast way to generate would be great. Ideally being able to create new curves and patches the same way you create new polygons. With tools like Extrusion of individual Edges (the equivalent of edge extrusion in polygons) creates a Swept N Gener Extrusion/Beveling of Swept N Gener patches (the equivalent of face extrusion/beveling when working with polygons) Bridge Tool Select two curves and automatically Bridge with another Swept N Gener This will be more powerful than polygon modeling...especially since your tool can convert to quad retopo patches.
  11. This is something that you're right is missing. It's very important for modeling. Zbrush has move topological which does what you're talking about. It would be useful for making adjustments to lips, eyelids, fingers, etc. I wonder too if it's an oversight or is there some technical reason that makes it difficult to implement. I too have been hoping for this kind of functionality and have to find workarounds. Keeping things on separate layers helps.
  12. Here is my latest test (attached) for anyone who wants to download it and try it out. This time I'm only using 'swept N gener' CurvesTest7.3b
  13. I'm just bumping this post because I think it's relevant to what I'm proposing for the curves tool.
  14. Further testing. Here I used a combination of closed patches set to fill with mesh and some curves segments joined together and used 'swept n gener'. Doing this gave me a lot more control. It was still a bit clunky to set up though and I still have the problem of the meshes being disconnected. I propose a voxel or surface mode primitive object that looks like a polygon cube, but instead of regular edges, it would use curves. And we should be able to extrude and subdivide faces with new curve data which all could be used to deform the voxel/surface object.
  15. This is how I set things up. But I've also done a few more tests using the 2 profile sweep using a guide. That is also promising, but a little more involved to setup. That gives me a bit more control over how the faces bulge in or out. I'll try to share some results of that test later.
  16. Hey, @Gorbatovsky, that's what I figured, but I'm glad you see it as interesting. I just made a video going through my process.
  17. Great stuff @AndrewShpagin and the rest of the team. Please continue to develop things further. I'd love to give you my input.
  18. More experiments. I can't explain how exciting this is for me. Still needs a lot of work, but the foundation for some really cool base sculpt blockout tools are here. Is anyone else using curves? I'd love to see what others are doing.
  19. I just realized, that it kind of does what I want. I was definitely doing it wrong. I think the interface could be optimized though.
  20. One more. Got the first posted example kind of working before it fell apart.
  21. I was able to achieve this in 3D Coat today, but it was really unstable. This is something I would love to see going forward. Patch-based modeling in the sculpt room using curves.
  22. Today, I did a bit of deep dive into the curves tool during my twitch stream...I tried doing a few things that it probably wasn't designed to do and ended up with a few crashes. You can see the stream here. These videos will probably only be up for a week or so. I didn't really focus on doing anything productive. Moreso seeing what the possibilities of the tool were. Twitch video
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