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gbball

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Everything posted by gbball

  1. Speaking of modifier keys... It would be nice to use a Shift or Ctrl+Shift modifier to switch filling algorithm. Along with 'Enter' to confirm/apply fill.
  2. This Or a way to with a modifier key held, to click and drag an existing stroke to duplicate it and reposition it. That would be a lot faster.
  3. Cool, glad it was helpful Raul! I can't wait to try this out and do some testing myself!
  4. This looks like not an ideal result. I know you're testing still, but maybe you can try something like this and see how easy/difficult it is to create something precise like this for facial animation purposes.
  5. Very nice. I know it's asking your for more work, but any way it could work with 1 stroke? Or with e panel ellipse/rectangle? How does it work btw? Does it work based on arc or angle of strokes to determine where there should be a loop vs a corner? Or do intersecting lines create corners? Maybe if there was a LOOPS mode, the user would have more control over the initial type of quad layout that they'd get. Like if you drew a square using 2 sets of parallel strokes using the existing stroking method or with the e-panel rectangle (ideally) you could still get concentric loops if that was the chosen algorithm. LOOPS mode could have a second parameter which would ask for a capping method (quad,triangles,ngon...etc.) Just an idea. Not trying to give you tons of extra work if it doesn't add that much outside of what's already there. But if it's easy, then why not.
  6. Will it work with the different E panel brushes like lasso, circle and rectangle marquee? Also, with hybrid, can we create an eye or mouth of concentric loops with 1 stroke? If not, perhaps a LOOPS mode. Will it work on limbs to create a cylindrical patch of polygons?(I don't see why not, but I haven't seen it demonstrated.) Those are the questions I'm wondering. But it really is looking great!
  7. Well, it doesn't really disable it, there is just no way to create individual lights in the Sculpt room currently. The HDRI's just provide a more realistic real world lighting scenario. So if you could find an HDRI image that represents a simple 3 light setup with a key, fill and backlight, that might give you better results. A little more control over the light would be nice. But choosing the correct HDRI image might do the trick for you as well. That being said, it would be nice to have more control over the lights in the sculpt room. Marmoset and to a lesser degree sketchfab do a really good job of this...where you can optionally use the HDRI and you can also use different kinds of lights, like directional, spots, points, etc. I like the way Marmoset allows you to be able to click a spot on the HDRI and have that become a tweakable light source. Anyways, I hope that helps to answer your question.
  8. Hi Blobby, Most of the shaders are now physically based, not matcap, to match up with what's in the Paintroom. So they are lit by HDRI backgrounds. And right now, you can only rotate the light along a vertical axis (basically rotating the HDRI image). There are also some picmat shaders which aren't lit by the HDRI bg. You can try double clicking on the first icon in the top right, the one that adjusts the light intensity to get more or less contrast.
  9. Nice shapes man. I'd love to see this with more of a metallic look in terms of shader/texture
  10. Yes additionally, it would be nice if we could non-desctructively subdivide the poly's that way you could have your base framework of the the strokes which would define the number of spans and polyflow, but then a modifier which could subdivide or even degrade the mesh density would be very useful for a workflow in which you wanted to retain an optimized low poly mesh and also merge things into the sculpt room at a higher resolution for sculpting purposes. The number or spans along each stroke is already dynamic right, so this should technically be possible? It seems that non destructive subdivision is already a part of the plans for the retopo room, so forgive me if it doesn't make sense to look at implementing it yet. Edit: This looks great by the way!
  11. Yeah, It would be great if the strokes were always a step away from being edited. Kind of like dropping into edit mode in Blender. That way users could adjust edges, polyflow, poles, span #'s as needed. It would also be great if retopo objects with strokes could be retained in Retopo Models library for use on other projects as well. This really has the potential to be a powerful tool.
  12. Wow, That is some really nice looking SSS...I've got to try this out and do some tests! Keep up the great work Andrew and the rest of the team! -G
  13. Seems like you've already noticed, but 3D Coat is pretty awesome for environment concept development and block ins.
  14. Thanks Marco, great stuff by the way!
  15. https://sketchfab.com/models/9cda37a425a5476489210fc9cc370817 PBR brain I mentioned earlier...I realized it wasn't embedded in my prior post.
  16. Some info on how I did the PBR brain
  17. A wolf sketch I did tonight.
  18. I really love the new organic looking pbr shaders. However, I am noticing that regular sculpting shaders are a little unclear. Digman was mentioning it before and I have to agree. The cavity and bulge settings can cause banding on the mesh that isn't very pleasing to look at visually. I was so enamored with the abilty to define normal, roughness and metalness, that I didn't really investigate it too much. However afterwards in trying to really get a clear picture of my sculpt, I noticed that none of the shaders really did a good job of the that. I got closer than some of the default shaders, but still. The results weren't ideal. I think we need a few more parameters to be able to tweak on the shaders to really nail things down. Perhaps the ablilty to switch between face based or vertex based cavity and bulge settings. Also, I wonder if it would be as much of an issue on a quad based mesh. Regardless, alternatives to face based cavity, in addition to the ability to describe the falloff of the effect, or the abilty to soften the effect with blur or something similar. Even if it's more performance intensive we could have the option of changing it if it becomes an issue. All the being said, I love the changes, I think the work is not quite done yet though. Here is the default clay shader applied to a sculpt and also shader that I made to look more organic like creature skin.
  19. Yeah, I noticed that too, then I realized it was just the engine which is free. So I guess I'll have to fork over the 200. It'll be nice to be able to bring my Houdini assets into the game engines though.
  20. I'm only getting a 65mb download for the 64bit link. Also it still says 4.5.30 on the first page. I'm downloading the the 32bit build because I can't wait to try it out!
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