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Mike DaPrimate

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Posts posted by Mike DaPrimate

  1. The last one was about 5-6yrs. It would take about 20yrs of upgrades to approach the cost of ZBrush. So, it's really a matter of pay upfront or in small increments along the way.

    6 years since Coat's last major release? Okay, now I have some research to do. That is a long time.

  2. I think Andrew realizes he's got a LOT on his plate, and he's hired an additional programmer recently. Developing the modeling tools in the Retopo room was one of the first objectives for him, according to Stas (Business Manager/Sales Director)....so hopefully we'll see some development on that score, in the very near future.

    I'm curious, how long between major releases?

  3. Try and use the "Select by Pen" Option > Use Freeform Lattice > choose 4x4 (control points) > lasso select the outer control points > scale them along the X and Z axis' separately

    Okay, will try that also. But here's the other challenge. Let's say once I get the handle stuff figured out, which I'm confident I will. But I'm thinking ahead to other challenges like this example. If I get a concept to design like the image below, I wouldn't even know where to start trying to get the precision required for this build when working in 3D Coat. 

     

    PWtrLI3.png

     

    I'm trying to think of a way to cut out the shapes with primitives and then use those same shapes in a subtraction merge. 

  4. On the handles, use the Pose tool with the FFD lattice to finesse the handles to be more rounded

    I tried, several times. Couldn't get it done. I will continue trying to use the tool as you advised. I know you're able to get it done, so I'm just gonna have to figure it out.

  5. Well, after some help from Javis and AbnRanger, I was able to accomplish more with the mesh. Javis really helped with optimization tools. I'm still not satisfied with the handles. I tried my best to get the desired result, but I just couldn't get the tools to perform. When working with a reference image, the control just wasn't where I needed it to be. Free form modeling, I'm sure I would be able to create interesting shapes that can make a handle look better, but control just wasn't there. 

     

    XTTf4BB.png

  6. I believe the "+" and "-" will handle the gizmo.. at least it does on my version.   When you import mesh for voxelizing to retain the OBJ's original state, with those nice sharp holes.. just check the box that says not to voxelize it, it will bring it in under surface mode instead of trying to voxelize it.  It will res + in two every time however you can re-evaluate the mesh if it's to dense at a number that is preferable to you after you go higher.

    Gizmo tip did not work for me. Also, I always make sure not to voxelize upon import. It still does not look identical. This is becoming a major issue for me. I've /exported/imported in several ways without getting the desired results. Again, I will assume I'm doing something wrong. But why is it this difficult to just import a model and just get the results every other 3D app gets upon a simple import? I've seen "Res+" in single increments in the Youtube Channel videos. So it can be done. How?

     

    In the Camera Options > Customize UI you can uncheck the Navi(gation) zone, which is what I do....and you can save that as a preset. And with the Gizmos, you can check the orientation to line up down your preferred axis with the quick axis orientation buttons in the Tool Options Panel. This is one of the areas where the Gizmo is still "legacy" and not updated to offer the same features the standard transform gizmo has. With the pace Andrew works at, squashing bugs and adding new features, there is a natural tradeoff involved. The tools often aren't consistent across the app and many features aren't well thought out. For example...what if you wanted your primitive to be oriented at a different angle than 90%? It forces you to have to choose another primitive...like the Freeform primitives...where you can choose "Transform Whole Lattice" and get a standard transform gizmo (or you could simply drag-select all points with a rectangle or freeform lasso...and use the gizmo that appears)"

     

    The Tweak Room is a great example of old Legacy gizmos/tools not being updated to be consistent with the rest of the app

    Unless I'm going blind, I can't find "Camera Options > Customize UI". I'm running version 4.1.04A. I've been getting other results I've been looking for with the axis options, but I have still yet to figure out how to resize the axis so it can fit the screen when I zoom in.

     

    This is exactly why I have suggested to him over and over and over, through the years, to take a systematic approach to development. Go more slowly, room by room, and thoroughly clean up EVERYTHING...from top to bottom, in each one. Fix UI inconsistencies, naming irregularities/typos, refine the tools, fix bugs there. I would devote 6 month blocks to each room, and announce publicly here, in no uncertain terms, that work is currently being done in a specific room, and all feature requests should center around that particular workspace...because once he moves on to another room, he won't get back to the previous one for some time.

     

    This way, he can be 100% focused and go through each tool with a fine-toothed comb. Granted, bug-fixing will be an ongoing thing, app-wide, but as far as features are concerned, it helps the community, here, focus on one room at a time (in terms of feature requests and bug reporting). Andrew said that wouldn't work, but I don't understand why it wouldn't.

    This is the stuff I really need to learn. You are right about trade offs. 3D Coat has been one of those apps for me that I want to use regularly, but it seems it's missing some polish and consistency. Which makes sense when only one developer is working on it full time. Some great work has been done here, without a doubt, but there are some issues that can benefit from a more resourceful development team. Out of all Sculpting apps I've been testing and studying, Mudbox comes across as the most stable application. By far. 3D Coat happens to be the one I like the most. I've been exhausting the Youtube channel videos to get caught up with understanding how 3DC works and it has helped a lot, but still have to figure out more. I really would like to figure out the answers to these current questions, so I'm gonna get back to work on it shortly. Long day ahead and it's focused on porting work flows and trying to figure out how to make asset creation easier. 

  7. Okay, I'm still trying to port over work flows. 3DC keeps calling me. ;-)

     

    After watching some key modeling videos on the Youtube channel, these are the following questions I have yet to figure out. Thought it would be a good idea to post during my lunch break. 

     

    Does 3D Coat support dual monitors?

         Basically, I want to be able to drag all dialogue box's over to my second monitor and use my primary monitor for the work area.

     

    How to  “Res+” in single increments?

    Pretty much as it sounds. I've noticed that Res+ seems to jump in increments of 2. Can this be controlled?

     

    How to make Gizmo smaller so it can fit within the screen?

    Sometimes I zoom in so close that my gizmo handles are off screen. Want to put an end to this madness.

     

    How can I translate with numeric values when working with primitives?

    Here's the example that will help. I don't get how to use these "Point" options. As I've noticed 2 categories are influenced, even when manipulating one axis (Z for example).

    FIZaX1z.jpg

     

    Is there any way to change a primitive while adopting the general location and scale?

         Wanted to change from a cylinder to a cube while remaining in the same work area. It does not have to be exact. Just a general relation would be fine, I can make all required edits before applying. 

         Example:

    mdgd1iG.jpg

     

    When using the "EditPoseFalloff" option within the Pose Tool (or any curve editing tool), is it possible to snap to a point or edge within the graph?

         Example:

    paF44se.jpg

     

    I'm having this strange issue when trying to subtract with a primitive. As you will see in the image, the subtraction is not following the silhouette of my primitive. No matter what I do, after I apply, it keeps giving me this result. Why? (This part of the mesh is a child within the layer structure). I also noticed that the subtraction seems to follow the primitive as if it were "standing straight up" on the Y axis.  

    ARRMcZk.jpg 

     

    Importing models does not look the same?

    All I'm trying to do is start building a library of models. However, my models are not importing or merging with the same resolution before export.

    Example:

    49rmVkd.jpg

     

    How can I get rid of this gray border?

         It has this weird influence on the gizmo handles and will not work as expected when selecting them on the outside of this border. Another attempt to get the most out of the work space.

         Example:

    pxbmS36.jpg

     

    That's it for now.

     

    Thanks!

  8. Right Click on the highest voxel count layer and choose "Merge Visible" 

    This will keep the working layers as you want. If you want to keep the highest voxel count layer as a separate working layer as well, clone it and then hide it before choosing "Merge Visible".

    Now you will have a flatten layer (Merged) of all the voxel layers and but keep the working layers.

     

    Remember that voxels are resolution depended so you must merge to the highest voxel count layer to keep all the details of the other layers. This could increase your overall voxel count by a great degree.

    Thanks! Good tips to know for the future. 

  9. this pink color is the symmetry plane

     

    http://3d-coat.com/wiki/index.php/9.8_Symmetry

     

    Symmetry in 3D-Coat is used for drawing, sculpting or retopologizing on objects symmetrically. For quick access press “S” key. In this menu you will find a number of settings. You can toggle on/off symmetry, turn on a specific axis for symmetrical work (X, Y or Z axes), or simply toggle the visibility of the symmetry plane. By default, symmetry is not activated. You can also change the position of the symmetry plane by pressing and holding the TAB key.

    Lol...I had realized I left the plane on before I saved last night. Thank for the reply though!

  10. Mike, I feel your pain, Bro! :D Been there, done that. In fact, I was ready to walk away a few times and even bought a seat of Mudbox to use instead. Nevertheless, 3D Coat is so much stronger than Mudbox in many areas, and you can't voxel model there. For this reason, I practically never use that license. A lot of that has to do with Autodesk's nasty habit of acquiring software and sitting on it. Mudbox has seen paltry updates compared to ZBrush and 3D Coat.

     

    The very best thing you can do when running into an issue like this, is to do what you just did. Screen record it. If you don't get a resolution here, then send the video link to Andrew (support@3d-coat.com) and when possible, the workfile. If you are working on a project for work and on a tight deadline, send the issue straight to Andrew. He generally will stop what he is doing and try to get it fixed ASAP. The screen recordings always help him narrow it down and help you get a solution much quicker. I don't know of any other company or developer that is as responsive, this way.

    Yeah, it has been a strange give and go situation so far. And you hit on a few points that I'm focused on. First, I positively love the idea of 3D Coat and the tools it comes with! Right now I'm trying to figure things out more and knock out all of the noob while understanding how things work out with voxel sculpting.

     

    For example, I'm currently wrapping up school in the next month and I'm looking to take what I've learned and make things easier for me. Since I've been exposed to 3D Coat, I've already begun to put workflows to theory and have started to go at the program with the use of the YouTube channel as a quick learning guide.

     

    In school, the curriculum is with Zrush (which I really don't like), and 3DS Max, which I like a great deal, but, there's been more than a few times that I find myself saying "man that would be so much easier sculpting with voxels and just retopo it". Even with hard surface models. Which is the main reason why I'm doing this particular project. I want to model, sculpt, retopo, paint initial textures that will move over to dDo for finalization, then pass all assets through Max & Photoshop so they can be exported into CryEngine. This project is a test to see the workflow, identify bugs, learn more about 3DC and begin to refine the process to speed up the pipeline with 3DC's tools.

     

    My teacher is an outstanding artist, but I'm looking to make things easier for me. Everyone uses Zbrush or Mudbox, and I get why. Nothing wrong with those apps. But this voxel stuff keeps calling me. I like to use Max for architectural stuff and planar mapping. When it comes to organic models, I'm looking for a global solution from beginning to end (or close to it), I don't want to jump out of apps all the time. If I have to sculpt something, I wanna be close to done, if not completely, before I leave the app. Texture work is something I'm fine taking outside the app.

     

    Have to agree about the response as well. My money will always go towards a product that listens and responds to its customer. Mudbox is an option that I'm still researching. I like it, it's interface is simple, not cluttered and there is a live connection with 3DS Max that works extremely well. Those are the strong points for me. But as you said, I already started to miss 3DC tools and voxel modeling. Dude, I put that M416 together in no time, and I'm a novice 3DC user! It's so slick how fast objects can be put together with voxels. I just think of things and BOOM, voxels make it happen fast! I can't wait till I get into the retopo room and finally get back into finishing this test run project. Funny thing is, I imagine at some point, Mudbox and Zbrush will adobpt this voxel workflow at some point. I mean, combining meshes to get results, then quickly jump into the retopo room seems like a dream for me. It's a matter of building up a library and suddenly you have modular modeling on an extremely high level. Even for complex shapes. 

     

    Yeah, I have no problem screen recording. In fact, I have plans on making that the primary communication tool for these internet exchanges. Makes life way easier. 

  11. 3DC havent a mind of its own

     

    If you have the reference images menu OPEN... all the brush operation are performed over the images, not the sculpt layer.

    You must to CLOSE reference images menu to perform brush operations over the sculpt layer.

     

    And remember not to work in Non Uniform scale, always perform RMB > to global space.

     

    The learning curve in 3DC is high, is not an easy software to know deeply in one month... be ready to spend a LOT of time learning it.

     

    Why ?

    Because every room is a software inside a software

    3DC is a global solution -not total solution, but take some areas of model development-

     

    I suggest to watch all the official youtube videos and of course, read the manual

     

    Hope it help.

    Replied in PM before I saw this.

     

    So I will copy and paste for new viewers. 

     

    "Did you watch the video? I've hidden reference images and cut just fine before. As I mentioned, it's temperamental. Also, your tips did not work. 

     

    I have an entire video capture of the modeling process of my M416 showing the tools performing exactly how I mentioned, until it became unstable. 

     

    It would also be extremely disappointing to learn that part of the voxel modeling work flow would make it so cumbersome to use reference images during the modeling process by forcing you to close each time to perform a cut. Reference images are essential in the world of 3D content creation. 

     

    I don't want to put 3DC aside, I've already imagined all the work flows I can pursue with voxel sculpting. Just have been issues with bugs, especially artifacts and meshes that tear and break. 

     

    This gun is a perfect example of how voxels make it easy for me to model and sculpt. I put this together in no time and was preparing to sculpt details, retopo and paint. Voxels are awesome. 

     

    Still waiting for a solution, as non has been presented. "

     

    Thanks for the help. 

  12. @AbnRanger

     

    Yeah, was thinking about doing a screen capture, I've just been busy. Plus, I think I'm done with 3D Coat, unfortunately. Too many bugs and artifact issues that leads to broken geometry. To know a single individual has taken this application this far is really an impressive accomplishment. And it also sucks that I find myself stepping away from it cuz I really like the program! But as I wrap up with school, I need a program that is rock solid, and can also work well with 3DS Max. Mudbox seems to be the sculpting program I'm going to continue from this point on. It's very stable and works extremely well with Max.

     

    And yeah, I also plan on helping with the bug report by making sure and get this info over. I hope it's not a bug and it's just me. When I get a moment I'll put something together. Until then, here's a quote I sent to Javis, maybe we can all try to replicate the issue and see what can be learned?

     

    "Do the following.

     

    Get an image for modeling reference, import into your left orthographic view. Now, work with primitive shapes and merge them into each other as you begin fleshing out your model. Be sue to traverse as many viewports as you want, in both orthographic and perspective (in fact, I suggest you do this intentionally). While you do this, begin using your "Cut Off" tool. Once you have the tool active, go into your E panel and start with the 3rd selection draw tool (start with this one, but feel free to deviate and use the other draw tools). Start drawing your selection with the cut off tool and right before your last click that will close the line, hide your image reference...then close your line that will finalize the cut. 

     

    Keep working with this flow but continue to unhide and hide your image during your workflow, but be sure to hide your reference right before you're about to close your line and commit to a cut. See if your 3D Coat becomes temperamental and your start to lose functionality with your tools. It will happen on and off constantly."

  13. Re-reading your first post, it could be that the layer you want to work on, isn't selected.

     

    Even though I still have been adjusting to how voxels work, layer selection is not the issue. Unless physically clicking the layer is not consider a selection?

     

    I've noticed at times certain layers just can't be deleted. Or is it the root layer that can't be deleted?

  14. Hey Mike!

     

    Sorry to hear about the troubles (thanks for the PM btw!).

     

    A quick solution might be to delete your config files. If you're on Windoze they are in %USERNAME%\Documents\3D-CoatV4\

     

    Make sure to do this when 3DC is closed, delete the configs, then re-open 3DC. Let us know if that helps.

    My first question would be which file is it? I don't see anything with the "config" wording attached to it.

     

    Also, I'm working on a new install where I also deleted both that folder and the V3 folder, so it seems that I've covered that trouble shooting.

     

    It keeps doing it randomly. Mostly when I unhide my reference image. Most of the time when I unhide it I can't use tools to model and every click in the viewport, whether on or off the mesh, commits to a navigation. Without the use of "Alt" as well. 

     

    Between this and the artifacts bugs, 3DC has become more of an issue than anything else. I spend more time wishing things would just work as I see the potential behind all the tools, but it's a very unstable environment.

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