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Jfredd

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Everything posted by Jfredd

  1. A subtle, but slightly different approach to keyboard shortcuts would be a 'Hold' mode. The idea is that a quick press/release of a key would switch to a tool, but holding down a key would switch to a tool temporarily until the key is released, and then active tool would switch back to the previous tool. This definitely makes a workflow feel faster since it's less 'key hunting' to go back to the previous tool. So say I'm using 'Select/Transform' and I want to quickly add some loops, I could hold down whichever key I have assigned for 'Split Rings', make my splits, then let go and I'm back to 'Select/Transform' again. If I like to use Hotkeys to constrain movement to XYZ axis, the movement would end as soon as I let go of the corresponding keys and switch back to the previous tool (probably Select.)
  2. To start off: The things that I love - Auto-welding of vertices dragged within close proximity. Please keep this functionality intact (but perhaps needs to be an option?) Points to Polygons is my favorite for detailed hand retopology and any of the many tools that allow me to just tweak/move vertices in screen space with RMB. UV tools are/always have been a pleasure to use... set seams, unfold, onto painting! Modeling room blockout -> live smooth -> sculpt room worflow - It's so nice to be able to do this, IMO. As someone who has used 3d-coat's poly-modeling functionality even before the 'modeling' room existed I have a few things that I would like to see: Transform Hierarchy in the Poly Groups - UI much like hierarchy in the sculpt tree, but only for transform so that poly groups can be parented and transformed relative to one another. Isolated selection - Selection tools should only allow me to select the components within the poly group that I have selected. A uniform way of setting the transform space of the gizmo. Perhaps a function to cycle through Local (Normal), World, Parent, Screen spaces for the Gizmo. Screen information to tell me so (perhaps this would be visible in tool options) Standard selection behavior - I think others have suggested this - to have the LMB drag a rectangular lasso when dragging the mouse - or at least have defaults set to be lasso. I feel like 3d-coat's modeling tool set has *many tools and could potentially consolidate some of the tools into functions of a modifier or middle mouse button. It could possibly use a portion of the screen - the bottom status bar - to relay contextual functionality - The Softimage UI had a very similar setup to this. It would always let you know what your LMB, RMB, MMB's could do in certain situations and was quite the quick point of reference when learning the software. While the tool mouse-overs are 'okay', you have to keep going back to it and it sort of breaks the flow. I think tooling like 'smart-extrude' could benefit from some functionality like this. A modeling room 'pose' tool would be handy. I find myself needing to do things like tapering a whole poly group once in a while and it would be nice to have better control that current soft-selection capabilities. A single, central menu ("Send to" perhaps) for sending models from one room to another, rather than have the options be in different menus/different parts of the UI per-room. I'll leave it at this for the suggestions for now...
  3. Thank you so much! Andrew sent me a working build while the web site was down. I have some ideas for improvement but a few questions also. Is there a current roadmap for features or a trello board where planned features are prioritized?
  4. Thank you for looking into this. Please let me know if I need to do anything else. It's been a while since I've reported a bug to you all.
  5. In the modeling room, performing an Inset on a polygon selection can make the added points/polygons shoot off into space I notice that the gizmo for the Inset function is also placed far away. Thanks for any advice about this. I can get by with smart-extrude for simple selections, but if it's a more complex selection... yeek! 2024-03-15_12h39_25.mp4
  6. Evil_Weasel (Discord) passed along workarounds for this, in case others are experiencing the same problem. Create a new, empty UV set and switch to it in the tool bar, then the select tool behaves normally or Manually de-select the UV island in the UV Preview after selecting the vertices. Neither is the ideal/straightforward way, but it gets us through. It doesn't overshadow my thankfulness to the 3d-coat team for such great software
  7. When I'm using a rectangular lasso to select/transform vertices in the Modeling or Retopo rooms, the UV island is also selected, which causes me to not be able to transform the selected vertices independently from the rest. 05ebcb5441ec975a16c3a420221a988e.mp4
  8. 2022.06 Windows. When a tool button that has a sub-menu is scrolled just beyond the top of the list, the tool's sub-menu overlaps the stroke selection UI. In the gif, you can see this behavior with the Flatten tool scrolled just above the list... Hope this is an easy one! Thanks for making this awesome software!
  9. Thanks for great software! Really looking forward to this version! Minor thing, work-around-able, but a bit strange - Seeing a weird import issue - seems to only happen on an initial import if I use "Perform Retopology" > "Import huge reference mesh" option...importing .fbx, the mesh is added with strange holes/flipped faces... the particular mesh is triangles. If I don't go through the initial import workflow and just go to the sculpt room, make a surface layer, import, it seems fine... I tried the same mesh out in 4.9 and the "huge reference mesh" option imported fine as well...
  10. Got the dirigible underbelly fleshed out tonight as well as the main form of the syphon(s).... I also spent a little bit of time in the 3d-coat render room before calling it a night.. Another aspect of 3d-coat I've had very little experience in up to this point...
  11. I recreated the octopus eye today... Maybe parts of this thing are made from an actual gigantic octopus... Getting there... lots more detail to go!
  12. Tonight's progress - continuing to flesh out the cockpit.
  13. Pressing Onward... the cockpit shape of the concept felt a little bit plain, so I've given it a more organic shape that should be fun to detail... I've also included some more blocked in detail of the cockpit... the seat is set up in a gyroscopic frame so that the driver can stay upright when the vehicle switches modes.
  14. Haha yah! I'll definitely have to go back and watch it for some inspirado while I'm working on this. A steampunk version of The Matrix would be kindof awesome...
  15. Here goes my entry for this contest! I really love 3d-coat's retopo and texturing toolset, but I haven't used the Sculpt room very much until now. With this entry, I aim to catch that room up to the others! So here's my concept silhouette for this vehicle... I imagine it would have two modes - a stationary "working" mode, and a propulsion mode - like how a real octopus functions. And a rough block out - I aim to do as much of it in 3d-coat as I can. It's so exciting to start rough on these ideas and then flesh out all of the details as things progress! Good luck to everyone! I can't wait to see all of the awesomeness that comes out of this competition!
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