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JoseConseco

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Posts posted by JoseConseco

  1. Ah, I see Panel Loops are extension of polygroups/polygon tagging. But right now we don't event have polygroups, and those can be usefull for hardsurface stuff, even without Panel Loops. Polygroups + relaxing is great combination.

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  2. Polygroup/face groups. It  is basically about tagging faces on mesh. It would allow easy masking previously marked polygons, or areas on which we performed specific actions and we want refine those areas only.

    Example:

    https://youtu.be/wuBKYiCYJMU

    One important feature that  makes playgroups powerful are polishing/relaxing algorithms.

    Eg. in link below look for star example and PolishGP function. We can go from star with jagged edges, to clean edge with polishing. 3dcoat has 

    http://docs.pixologic.com/reference-guide/tool/polymesh/polygroups/

    Or see this - very useful for hardsurface:

    http://docs.pixologic.com/user-guide/3d-modeling/hard-surface/polish-features/

     

     

     

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  3. I do not use Pie menus too much, because I see one problem with them. Lets say you  are used to pie menu, and you know that on right side you have option X, and on top option Y. Now what happens when you add new element to pie menu?  X and Y entries are changing position, so you have to learn again, where they are located in relation to center. So you will waste time searching for them and remembering new position.  With normal menu,  new entry would just move old operators +/-1 up or down so it is not as bad, imo

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  4. Hotkeys that are assigned per room, and not globally.

    Eg.

    -I want to use 'd' hotkey in sculpt room for 'standard brush', but in paintroom I would use it for 'paint tool'

    -ctrl+n  in sculpt room creates new voxel layer, but in paint room it could create new paint layer,

    - 'E' - eraser in paint room, but same 'E' could be used for crease brush o something.

    Maybe even those hotkeys could be split for surface sculpting and voxel sculpting. Eg 'f' for fill brush  in voxel mode, would use different brush preset, than 'fill brush' in surface mode.

    The way it works now, when I'm in voxel mode, and press 'F', 3dcoat is asking me, do I want to go to surface mode.

    • Like 3
  5. I have to admit, previous release of 3d coat was stable, not much bugs (or maybe I wasn't using it so much). Now 4.5, it is more buggy, and I feel your pain. Every time I try to do something more complex I'm scaried that my sculpt will be corrupted and  I save it in this corrupted way with no possibility to undo next time... But then undo is buggy by itself... :D

  6. Great release. Painting textures is so easy now.

    But this bug http://3d-coat.com/mantis/view.php?id=1711 seems to be still present. Can someone confirm - that using condition mask from top bar - 'mask by flat', 'mask by curved' works in preview, but not while painting?

    BTW. 

    I will be giving some lesson to coworkers how to paint in 3dc, and soon ours company will buy few copies  for sure.

  7. Thanks for updates farsthary.  I wonder what happened to this feature from your blog post http://farsthary.com/2014/05/06/simplicity-is-the-key/.

    I was really excited to try new simple triangulation algorithm because of this image you posted. But there is no option for division type in LC brushes yet. Topology for simple division seems way cleaner than old method, and from what I understand it is also faster because algorithm is simpler.

    desktop2.jpg

    • Like 1
  8. Andrew - are there any chances you could look into those two bugs:

    http://3d-coat.com/mantis/view.php?id=1809  - it is imposible to set plane for LC general brush -> 'on plane' option.

    http://3d-coat.com/mantis/view.php?id=1714  -  sampler too is buggy.

    Also two features I wish were added for managing pbr materials;

    - I wish I could copy settings of one pbr material layer to another. I would allow eg. to copy dirt layer from one material to another in easy way -    https://trello.com/c/yTCrAMKL

    - often when I tweak material settings, eg rusty metal, I change it so so much that  I wish to save it as another preset. But right now I can only override current material, this destroys my basic preset.  And if I cancel, then  I'm loosing my settings, and I would have to recreate my new rusty metal, from scratch. So I wish there would be option to save / save as/  cancel in pbr material editor.

    • Like 1
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