Jump to content
3DCoat Forums

JoseConseco

Advanced Member
  • Posts

    240
  • Joined

  • Last visited

Posts posted by JoseConseco

  1. AbnRanger - thanks for info. I will try to remember about undo, but this is rally dangerous bug - if I work for one-two hour then all work if for nothing. I tested zbrush and blender (I do not like to compare software but anyway) it is blocking undo from being possible to make, while in the middle of stroke.

    Cool trick with the shift and ctrl+shift, that will have to do.

    digman - yeap, that ctrl-z is really not cool. Hopefull it wil be fixed. About presets - but can I make rapid brush with LC tesselation? It is just that sculptris spoiled me - and there I did not have to think what brush to use to add geometry. I was automatic, so I could focus just on sculpting and not on tools. I it is actually funny, that with complex softwares like Zbrush or 3d Coat I tend to be less creative, because I think to much about what way I should do this or that. In sculptris there is usually only one way, so I focus only on design :D.

    Anyway one more. Buildup ftw!

    2h6t6p0.jpg

    And I think I found another bug... when painting spec color in vertex mode. When I make new layer with 'specular color' blending, and fill it with black - specular seems to be not afected. But maybe this works only with textures and not with vertex paint. Who knows...

  2. Awesome job Andrew! I like it a lot - new buildup option. I did some dodle an I found a bug (very nasty)

    137340122527.jpg

    When you undo while in the middle of stroke, last part on brush stroke is not stored in undo history. Also mesh gets corrupted. Really not cool, since I didn't save and I couldn't fix nose area :/

    Btw. is there a reason why LC brushes are separate from Surface brushes? It is annoying to switch to rapid brushes to LC brush, just to add some tesselation, and then back to Surface brush, and back to LC brush and so on.

  3. BeatKitano - how about higher sample radius? I Hope I will have time to test this tomorrow.

    Andrew Shpagin - thanks for implementing this stuff. About constructive discussion : I asked one of bleder developers who developed bleder sculpting in GSOC (he implemented plane offset, and lots of cool brushes in blender), about clay brush and Imbed. So he said:

    "Many of the clay brushes will move vertexes towards or away from a plane which is computed as being at the mean of the normals and positions of all the vertexes. The offset moves that plane up or down from its computed value."

    So maybe difference in brush feel are from the way they are implemented in 3dc? I mean

    - in 3dc clay brush = displace + flatten

    - vs cla brush = moving vertexes toward averaged surface plane normal ?

    Or are those the same, just in different words?

  4. Cool, thank you very much. By the way I asked one of Blender devs who implemented 'Plane offset' about it. His response:

    "Many of the clay brushes will move vertexes towards or away from a plane which is computed as being at the mean of the normals and positions of all the vertexes. The offset moves that plane up or down from its computed value."

    So his definition of clay seems to be bit differen, but I guess results are the same as flatten+displace.

  5. digman - cool trick with the fill too. I didn't knew there is such tool. I wil have to check this out when I'm back home.

    Andrew Shpagin - I'm not a mathematical guy, so I cannot tell you mathematical formula. But I think Displacement is only positive, and Imbed = Displacement but with negative values.

    Here it is shown that negative Imbed makes brush fill only deepest parts of hole. But with Imbed>0 it behaves the same as Depth (displacement).

    So in the end I think you may skip implementing Imbed, unless somebody else thinks this is important. But please add 'Build Up' option if you can.

  6. AbnRanger - With parameters 'surface sampling radius' and brush 'Plane offset' (imbed) lumpiness will be history. See image below.

    Digman - nice cleaning of your model, but those secret techniques may be to hard to new 3dc users :D

    Andrew Shpagin - Ok Imbed (akka Plane Offset) vs Depth - I did many test today and what I thought about Depth was bit wrong. I was thinking that 'Depth' = 0 won't sculpt at all but it seems it is filling holes just like imbed set to 0. Here are 3dcoat tests:

    post-37682-0-89402500-1372712712_thumb.j

    This shows why I love rapid brush, it is very close to 'ClayTubes' - meaning building volume while making surface even -just look how perfectly it filled hole. Default clay is not so cool.

    So the only difference I see now Imbed vs Depth is - Imbed allows negative plane offset - meaning only deepest places on surface gets affected. But now I do not find this that important, since with Depth set to zero We can get nice surface too.

    Here are bunch of test in zbrush and Blender:

    post-37682-0-43431200-1372713215_thumb.j

    post-37682-0-76703200-1372713274_thumb.j

    As you can see in Zbrush Imbed< 0 won't affect higher surface area, but in Blender it does - so this is bug in Blender imo.

    Right now I don't care about Imbed anymore, but 'Build Up' option for rapid brushes would be awesome (for other brushes too I guess). I makes brush stroke additive, which speeds up building a volume on sculpt. Faster workflow = more money :D

    BeatKitano - I was sure other 3dc users requested this features too, because they make life so much easier that is hard to sculpt without them.

    Thank for reading, and sorry for long post.

  7. digman thanks for videos! They helped me a lot in understanding how 3dc brushes work. But they do no solve problem of 'cleaning' bumpy geometry imo. But maybe I it just matter of getting used to different workflow, and trying to maintain clean sculpt all the time.

    michalis - awesome to have you here. You really pushing those voxels hard :). I love your work and reading your tutorials, especially sculpting with uv. I wish I could join, but I'm more into 2d, and lowpoly stuff and work is taking lots of energy too.

  8. thanks carlosan. I posted about brushes in 'Brush improvements' forum section.

    So I guess there is no 'quad mode' with subdivision levels in 3dc. That is ok, with LClay this is not needed actually.

    About new gpu, I was asking more about what parts of 3dc engine are benefiting from GPU? Is fast gpu helping eg. in surface sculpting or texture painting or only voxels? It is too bad new nvidia cards do not provide big CUDA performance boost. Actually my CPU seems to be doing ok in with voxels, so maybe there is no need for new card.

  9. +1 to what Aethyr suggests - about need of custom 'surface radius sample'. I think current brushes have small surface of sampling so even small change in surface geometry makes brush change its orientation rapidly. With higher radius of surface sampling, all surface noise would be averaged.

    I made some post about this and other stuff in newcomers scetion of forum:

    http://3d-coat.com/forum/index.php?showtopic=14677

    • Like 1
  10. Awesome brushes! Way better than default ones imo. Could you add buildup option to your clay brush (I'm nut sure if this is possible in 3dc)? For those who cannot import brush pack : just rename file extension from zip to 3dcpack.

    Any way here is firs sculpt in 3d coat using your brushes for 90% of work:

    post-37682-0-95275500-1372511174_thumb.j

    • Like 1
  11. Ok. It was late yesterday so I forgot about two things. It seems there is no edit post option, so I am writing new one.

    1) I just wanted to ask, why LiveClay uses different sets of brushes? I like lots of surface brushes: rapid1 &2, Buildup, etc. but there seems are so similar brushes in LC mode. Actually I cannot find any decent brush for building volumes in LC mode, and that is really bad... I think it would simplify and reduce lots of brush presets, if they could work in LC and Surface mode. In blender and Sculptris you can just disable dynamic tesselation and use same brushes everywhere.

    2) Crease clay, wrinkle clay - they are pinching those vertices like black holes :/, way to strong imo. Is there a way to reduce pinching strength?

  12. Ok probably most of this stuff was already posted thousand times, by other users, but here it goes again.

    What I find awesome:

    V4 seems to be much more user friendly, faster, lots of cool features. I tried version 3.x few months ago but I didn't liked it that much, but now I decide to but it. Paint system with layers is awesome! Lots of cool tools to play with.

    I thought I wont be able to use Voxels on my AMD ATI card but it seems to work ok.

    2 Questions:

    a) are there subdivisions levels (or everything works on tris)?

    b ) will buying Nvidia benefit anything more than Voxel sculpting?

    Feedback:

    I hope that what I write below makes sense.

    I have been using mostrly Zbrush, Sculptris, bits of Blender.

    Zbrush seems to have most powerful brushes - clay tubes (and even better - clayBuildUp), everybody know that.

    In 3dc I found 'rapid' and 'rapid2' work similarly to claytubes (but no buildup option, or is there?). So I did some testing looking for brushes that could clean ugly bumps on model. Here is my research:

    post-37682-0-53360900-1372466764_thumb.j

    Except rapid brushes, all other are not good for this task, and I find this important to get clean sculpt. So I did bit testing in zbrush to see what makes its claytubes (and other brushes) give smooth feel. And the result is - 'Imbed' option and 'Surface sample radius' are doing all the magic:

    post-37682-0-06697400-1372467274_thumb.j

    Low 'Imbed' value makes the brush fill only deep holes, without affecting raised areas

    High 'surface Sample radius' smooths brush stroke, by averaging surface normal. So all small surface elevations are averaged and flattened.

    And last example of low brush "imbed' value helping smoothing surface (with one long brush stroke):

    post-37682-0-31871500-1372467836_thumb.j

    So what I wish 3d Coat had:

    - hottest feature would be - 'buildup' option - makes brush - accumulate stroke daubs on top of each other. Really helpfull adding or subtracting geometry. Pretty please!
    - something like 'Imbed' parameter for brushes

    - something like 'Surface sample radius' for averaging surface normal

    - and really last thing - in Paint room - feathering of brush masking by cavity - it is bit harsh now, and I find no way to smooth it.

    Thanks for reading and for awesome application!

    • Like 1
×
×
  • Create New...