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fuzzzzzz

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Posts posted by fuzzzzzz

  1. Ok, I may pay serious attention on Pose tool to be used easily for anatimical posing, but seems can't start big changes there.... I am trying to do only small tweaks.

    But if you have idea how to make small and easy change that will do life 3x easier - I will gladly do that right now.

    sad that it never happenned :(

  2.  

    4.5.33 [beta]

    - Shaders updated, correct rendering in render room, good sss for sculpt objects. See screenshots:

    1.jpg  2.jpg  3.jpg  4.jpg  5.jpg

    - Extrude faces, extrude vertices, Intrude, Shell implemented for retopo/select/faces mode.

    - RMB->Share item/folder works correctly for PBR materials

    - If "Material preview" window is collapsed it will not pop-up again when you are switching rooms.

     

    Thanks you Andrew,  for the update .

    I would as a reminder to redirect you on this old feature request i made long time ago :

    http://3dcoat.com/forum/index.php?showtopic=17329

    the reason that make me purchase for a Zbrush license and never come back to 3dcoat.

    just had a try with  the latest  4.5 33 but exact sample problem, i just try to setup the lattice and i did something wrong i can't to undo and the masking can be reverted...

     

    Another thing i hate with 3Dcoat is the confusion with symmetry tool, it create new polygons that are hidden into the model you must to clean up disabling the sym and then delete one complete model side, and if, all the vertices are no longer exactly at 0.000 on the symmetry axis.

    you try to select them and move them all to snap the 0, using numeric dialog from the transform option panel, but it don't move each point to 0 on the sym axis, the other that were good before will being wrong after that.

     

    This issue with symmetry happens since the first build i try when i purchase for a license of 3dcoat, i ever had some issue with every model i made with 3dcoat. you should really polish Andrew.

    every time i notice there is new beta version, that looks great, few hour later someone report for a new major bug , basically when you read the detail of the bug, it make me think that the version is not a version that can be use, ust to prevent from some various bug that could happen at anytime, so finally i download the new version and i never install it because someone report a bug.

    It all about the frequency of the release of a new beta versions, that has good point to get new version every weeks. but 

    you should consider that you make a private beta, that you share with some guy from this forum, and when all reported bug get fixed, you can release a public beta version that make more sense.

     

    Many in the software editor delivers beta version that people use in production. when pixologic release a version there is no bug at all, or so less that we can survive for many month without any patch fix.

    so as customer and as the beta version is a service offered to the customer i would like to have the possibility to work with more recent build but that has a better stability.

     

    What do you think ? sharing this with you is only some kind of help to make more people happy with 3dcoat..

     

    Best regards,

    Nicolas

     

     

     

     

    sorry for being rough like that, but i d to let you know about

     

    This a core tools, for any modeling app, and if that doesn't work well, you can have the best feature ever, 3dcoat is just painful to work with, i hope it change, but i will not upgrade to V5.

  3. great news about the refactoring.. i must to confess that i stopped to use 3dcoat because of the insane poor performance on my computer., not only for that but this is themost restrictive issue i got with 3dc..

    Andrew, can you tell us more about what half-open-source mean for you ?

    opening 3dcoat for plugin authoring is a good thing that I already had suggested on this forum, because it would be impossible to compete with Zbrush without the help of third parties developers.

    If half open source mean that there will be a module,  manager, an software kit devlopmentsdk and a git repository onto the one we could commit a pull request , that's fine.

    • Like 1
  4. Greg thx for you fast reply,  i appreciate you suggest such of future possibilities for 3dcoat , but i am not sure it would not impact the development of the main application, i would really like this to be possible, but even if there is more new recrute on the staff, and a new branching and new type of customers would by the way give you the twice the work that is ncessary right now to progress on the current build.

    i really think that open 3dcoat to thirdparties developpers is a best thing that could happen to 3dcoat and his staff ;)

  5. just hope that developer of 3dcoat will focus on the app instead of adding a new branch for tablet devices.

    3dcoat is million years on late on what Zbrush offers for modeling/sculpting so i would liketo see some more progress on the app, i would agree with a free educational version of 3dcoat, and to open the app to thirdparty developper so this could maybe help to improve 3dcoat and make it more polyvalent that it is right now.

  6. The only reason i bought 3dcoat was for sculpting, i am now into the mood and i ask me some questions about what is the objective of 3d coat, is Zbrush the main concurrent, or substance painter ?

    Pose tool is the tool that generate on myself the mostof the questions

    1. Surface mode subdivision system is out of control

    2. Pose tool is not what i need to pose my characters, it symply break your model so you can't to correct and fix anatomical error made at first stage when building your base with curve tools.

    3. there is no sculpt layer and layer group, it would be a huge improvement and a good direction to get a non destructive workflow.

     

    There is a lot of potential in 3dcoat but it would be necessary to push  more work on the app.

     

    Rename retopo room to modeling room, make a vast presets library of low polygonal meshes, so we could start to build our own library of meshes, then reuse them lately for different project, Artman batchkit is good , but all pieces are hir res meshes.

    It wouild be easier to send such of meshes for preparation before to make it be a voxel or surface mesh into the sculpt room, just adding crease edgeloop and chamfer/bevel , edge loop inserts, and than send the mesh into the sculpt room, and subdivide the mesh only at that moment.

    Append mesh to sculpt group, would be the command to send the mesh into the sculpt room. and then sync the transforms operation from the modeling/retop room, and that would simply update the layer group into the scultp room.

     

    With this Modeling room you could do retopolygy work too but also some low polygonal modeling, so it could be better that what the new Zmodeler tool offer in Z4R7. we would be able to store the meshs in modeling room into the custom library, for future reuse.

     

    The scene outliner that list and sort each component of the project , would be the place to pilot everything.

    you can see each components of the project, it would be sorted by type of component

     

    Meshes / retopo groups, (from modeling room)

    scultp vox /surf ( the hierarchy from sculpt room with the shaders assigned to them, but also the curve tool could be stored and call them back for editing)

     

    Meshes (for painting ) with models and materials assigned to them, and the layer that corresponds to this models and sorted with the similarhierarchy from the scultp room.

     

    From the modeling room we could seperate part of our meshes and then create a cage, by simply moving the vextices along the vertex normal, it would help too to create a cage for baking purpose.

    then cage shoudl be listed too into the outliner.

     

    The outliner could also list the cameras and lights for the Render room and we could add more camera than a single one, and store the position and configuration with the post process effect settings.

     

    sorry if i am not very clear in my purposes i am just very deceived because i have no choice and must to switch on Zbrush for sculpting project, Substance painter is already what i use for PBR texturing.

    Now i should only have to use 3dcoat for retopology purpose, as hobbist it becomes harder to assume the price of 3dcoat almost 400€ for software i will use only for retopology :/

     

    Lat poitn I think that Andrew should ship 3dcoat with an sdk for third party developers. that might help to make 3dcoat progress faster.

  7. ....so, we probably should hold off on this until he can finish the PBR stuff. It's the bouncing around back and forth that leaves tools half done. We don't want the PBR work to end up that way, do we?

     

    for sure we want PBR,

    ..but i didn't expected Andrew to respond to the feedback I had shared about that pose tool, but he did, and he asked for a solution , and

    it seems that many people has reacted about that real lack in 3dcoat, transpose tool was shipped with ZB 3.0 if i remember well, the tool has not evolved a lot since it has been created.

    PBR will not being fully built in few month and then let it go for ten year more without any viewport improvements, time is necessary for the tool to growth in maturity , pbr will not escape from this rule.

     

    We could try to launch a funny challenge that only allow people to give a posture with the manequin model  without allowing the user to use any ot the sculpting tools, that would be somehow funny, but it would be also tragic :/

    This is the point I am trying to express, no need to launch any event like that, but it some how also "not really acceptable" that we can't do such of tasks with the cost of the professional license.

     

    This. So much, this.

     

    Seriously, we're finally having real progress made in the paint room after years of waiting, but whenever people start banging the war drum like this for completely unrelated features it causes nothing but misdirection.

    You want a new pose tool so bad; fine, vote for it on Trello to let your voice be heard like the rest of us. But for the time being, the focus is on PBR, and after that -probably- layer masks (Shortly before PBR work began Andrew did promise it after all).

     

    Last point, i don't think this topic is only dedicated to PBR, the topic is open to the 4.5 development, now only Andrew knows what will be part of this version, and optionally he is the only one that could define if my request is legit or not.

    Sorry if this suggestion, was not welcome at that point of the development, but as customer i was free to give my personal feedback. and trello card wasn't available for vote. I am not starting to bang the war drum with unrelated  feature, i asked for a tweak not a new feature at that point, I didn't know that many people go to enter into that "unrelated" discussion , how could i had known for this?  So why should i had created a request on a separated topic because I didn't know the request would be as popular as it has been ?

     

    I wanted to transform the full sized Images  into simple urls, but i can't to edit my older posts.

     

    Carlosan, can you split the topic and create one apart of  4.5 ?

  8. @Carlosan, it would be cool if we can choose the number of subdivision of the lattice, 2*4 and 4*4 are not enough to be use on long Tail or long necks like for dinosaurs models.

    For instance, It would let the user to create a 2x16 lattice and than save the lattice when we save the current selection in pose tool.

     

    EdIt :

    There is two crucial points

    The gizmo location should be saved if we enter again in lattice mode to edit the lattice , cause it reset everytime to the initial position.

     

    3217d89748.png

     

    I am no able to change the position of this gizmo , that make the position harder really :/

     

    For instance when I use the lattice to pose the thigh of my character, i must to return on the "move only lattice" mode, to adjust the lattice sudivision with the elbow and the ankle ,  but it reset the location of the gizmo, that weird and you continue to lost a lot of time to replace it properly <when you are not happy with the deformation you had just applied,

     

    I suggest another tweak that could increase a gain of time,  would make us consists with the gizmo to rotate at the same time with the lattice

     

    so it would be great to have an option that store correctly the new location of the gizmo, and with the capacity to rotate the gizmo on consequences, what ever the type of gizmo is used, ( so not only with th lattice but also with the secondary type of gizmo (the red one).

    • Like 1
  9. If the users posting pose tool request agree, i can move all the related post to a new thread, no problem.

     

    just give me the order to do it.

     

    we should before wait for Andrew to take a decision on what can be done for 4.5 ( pbr) and then if he could insert an iteration ( 4.6 ) to not let 4.x users without a proper tool for making character posing.

     

    Ok, I may pay serious attention on Pose tool to be used easily for anatimical posing, but seems can't start big changes there.... I am trying to do only small tweaks.

    But if you have idea how to make small and easy change that will do life 3x easier - I will gladly do that right now.

     

    I suggest that Andrew do a little fix that AbnRanger talk about, let user modify the lattice points/edges/polygons, before to apply any deformation. that could be a right walkaround for 4.5 iteration.

    So if andrew is ok with my proposition to add a 4.6 version with a transformed pose tool with some suggestions we already made on that topic. It would be perfect for me :)

     

    Like the post if you agree with me :)

    • Like 1
  10. Considering all the feedback from the topic since i got reported pose tool as a problem for character posing, the tool may be not exactly what people expect for that tool.
    i think that we could regroup our needs with the next v4.5 in different sections (workflow breaker, bugs, and features requests that can't be apply for the 4.x life cycle).
     

    The tools that make 3dcoat confortable with thing that the app might be done for, and posing is into that category  > "workflow breaker".
    Who want to wait for v5 of 3dcoat to work with an acceptable pose tool ? I don't ;x or it would means we have a year or more to wait for such of solution.
    This is my opinion.

    ITs clear now that we have two different Tools, the current pose tool should be renamed, as curve profiler or lofter)
    The masking should be something that we could create on the side in 3d coat, and we could use in combo with the renamed pose tool, the future pose tool , and that could be use with the other sculpting tools.
    So we could have a mask made out of that tool, and then use the lattice , with the current fdd box strickness gradient, sure we need to be able to customize the lattice and edit the point /edges/face before to start to deform the unmasked area of the model. the problem with lattice is that we can't store them to go back on them later and edit them. end that workflow would not help to save your time.

    But this could not be good enough to work in 3dcoat as an acceptable pose tool, i mean it would be damageable to not being capable to restore a pose we made previously. Or if we can have more than just one lattice in that mode , but that could become harder to have a good visibility in the veiwport.
    We really need a method to store these pose and being able to export them all as blendshapes/ morph to use into our favorite animation software.
    Don't forget that a bone structure in Zbrush is not conform that a rig you make to animate your character. If you watch the first video i posted, you notice that the author of the tutorial add many more bone for the hips, the chest, and the butt of the women character.
    all this would be unnecessary into 3Ds lightwave or maya, all these additional bones are there just to get a better control on the mesh deformations.

    Now if we get such of bone system to control the character pose, we could also want to save them as preset just to save some time, and just have to adjust the bones positions to fit our new character proportions.
     

    The method where you use the retopo mesh with bones to handle the pose, is not a could idea, no body is creating the bone structure at this point of the production, that could be a feature but i don't think this would help again to save time doing such of posing tasks.

  11. @abnRanger, thx for posting the link , and yes i had watched them long time ago, but was nice as reminder to watch them again.

    As digman has posted the screen the lattice doesn't not help, and it not confortable enought to correctly define the space between the elbow and the wrist.

    @digman yes it would be great to have a complete refined of the pose tool, or rename it and get a full new tool, that would not be a good idea to close the  4.x series with a unfinish feature.

    @javis, why not, if the tweak fix the current problems.

  12. I don't mind if the Pose tool changes are not until after 4.5, but I can't speak for everyone of course. :)

    sure, personally i would like to have that before the development for the v5 series begins, i don't know how and when i could afford for the next version, and this feature is very important, bceaus eit could break the workflow within 3Dcoat, that already allow us to achieve a lot of work with interchenge with other software, so if that could be fixed, i would really appreciate :)

  13. Ok, I may pay serious attention on Pose tool to be used easily for anatimical posing, but seems can't start big changes there.... I am trying to do only small tweaks.

    But if you have idea how to make small and easy change that will do life 3x easier - I will gladly do that right now.

    for sure i got a little idea how it could be done, and with some existing component :)

    with not use the curve tools, we could store it somewhere and defomr the mesh like with some real joints.

    like the zbrush zsphere rigging

     

    http://youtu.be/s6THhnv0m6g?t=2m40s

    http://puppet-master.net/tutorials/zbrush/zspheres-rigging/

     

    this way the curves used as joint/bone , could be stored into a particular voxel layer onto the one we could go back and edit or restore the initial "Bind pose",

    We could recovers that bond pose, but why not store only one pose ?, maybe we could have several setup and than  export them as blendshapes / morphs .

     

    For that we need the curve tool to get the capacity to snap at the middle of an existing volume.

    each curves's sphere  would have an influcnee on a main layer, and that could be great if we could extend the sphere influce to more than just one vox layer,  for instance you have the rig for the human character, and into a different layer you have a gun, you rotate the sphere at the shoulder and then the gun would follow the hand of the character , that could work with clothing too.

    I don't know if we should only restrict the tool to work with rotation only, or maybe we could have an option to prevent translation ans scaling , and only rotate, so we always keep the correct joint lenght.

     

    What do you think about this suggestion ? i think that most of the code is still there for such of feature.

    • Like 1
  14. the reduction is sometime not enough , i try a reduction on the one layer manequin and the reduction is 24k it still too big and decimate do not give any better result 90k.

    Why the surface mode is not similar to a classic subdivistion iteration system like it is in Zbrush ?

    pose falloff is uncontrollable, it often times give an undesired bend deformation.

    bde172a1db.png

     

    fd01f01eba.png

     

    also it would be cool to edit the selelection then it apply the last transform operation so we don't have to undo everytime we are not happy with the falloff.

     

    07eed3a6f5.png

     

    i need to use smooth brushes and then buildup to reshape all the shoulder, "adjust transistion area" doesn't help any way, it still doesn't look natural.

     

    Another point about the paint tool used to edit the selection, if you apply a smooth and then paint anywhere , then you rotate the gizmoz, the varaition of small value  that are not totally uniform after you paint it, will give a lot of crappy azardous deformation, sort of holes over the surface.

    This tool is for me a real nightmare to use, so i must to be sure i don't make any anatomic error before to sculpt on any model with 3dcoat :/

    some 3dcot guru form here could meaybe show me what they are capable to create a active posture with the one lyered manequin model, just ot make me lie :)

     

    EDIT :

     

    look at what i get with Zbrush within few minutes of tweaks : 

    - the model has less polygons

    - the topology is based on quad

    - and the auto masking  give almonst directly the good data for a perfect deformations, maybe i hit one or two time the blur mask button but that .

    i am not capable to redo that in 3Dcoat without to reshape everypart of the mesh , so its a real nightmare to have to rework on the topology on any model i work with in 3dcoat.

     

     

    ef5849657b.png

  15. Hi Andrew, i would like to share about a very important point that is source of pain for me when it comes to refine the initial topology of any model, after you achieve some sculpting work and notice later that your had some anatomical issues.

    In Zbrush its easy because in surface mode you can go back at the first subdivision iteration, then brush tools are good enough to do some edit and not screw up your mesh when you go back at the higher subdivision level.
    You can still use transpose tool and the masking to refine the topology.

    Well it not really easy to do the same operation within 3dcoat.
     

    So I really hope for a big improvement for the pose tool in voxel room, because i challenge any one of you to create an In-action posture with the manequin model( one voxlayer), without to screw up all the topology.

  16. Aren't they directly translatable as in 100% equals 1 and 50% equals .5?

    0.5 =  128 128 128 but if i know i need  to paint  96 96 96  or what ever I want that is not easy to compute mentally , how can i know which value i must to use ? i take my calculator ?

    i hate to calculated percentage but this is the math to get the right value  if you need to paint stricly this value (RGB :96 96 96).

    96 / 256 * 100 = 37.5%

     

    What could be very nice to have in 3d coat, is that input value could compute basic math or automatically transform that value into percentage for metalness and gloss.

    And that could be useful when it come to move any object with transform tool in voxel room.

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