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RabenWulf

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  1. Since it has not been mentioned here, I'd like to also point out Quixel chose to respond to the news as well. Mixer is going to be their new texturing software and they are planning to sell it for $99. What I find fascinating is how they do texture generation, where Substance Designer is node based, they opted for a layer based approach. I would even suggest it is in 3D Coat's best interest to consider a layer based procedural texturing approach as well as it already has the advantage as far as texture painting goes.
  2. I definitely wont be purchasing any more Algorithmic products anymore. I'll be sticking to what version I have now with a slow transition either back to 3D Coat or depending on how Blender 2.8 pans out, their tools + plugins. Armor Paint looks promising, and there seems to be a general interest in getting Blender to pick up where Allegorithmic started.
  3. Honestly, I'd even suggest NOT using 3D Coat for awhile... try some of other software out there. Substance Painter, Zbrush, Blender...ect Sometimes its good to walk away from what you know to see what else is out there and how they approach certain tasks, or design features a certain way.
  4. Hmm you may be right, I was thinking of the grid/snap options under "draw", a feature I never had to use so I was going off of memory with that one. After playing with it, it appears that it is limited to setting up the grip, snapping the grid, but tools seem to at the same time ignore the grid you set up. For clip curve, if you hold shift it will snap but it completely ignores the grid. If so that's a pretty big oversight on Pixologics part. Also during that process, I came across a numerical input for "position" and "size" inside the geometry panel. So that is there apparently. Some of the stuff they add usually flies under the radar due to obscure implementation.
  5. Hmm to be fair, while I am not aware of any direct numerical input for transform operations in zbrush at the moment (3DC does have this, agreed), the new gizmo 3D does offer more precise control than previously with the transpose widget. A numerical value is displayed when using the gizmo 3D, and you can work with increments. Snap to grid and similar snapping features should have been added back in 4r5 if I remember correctly, so its definitely there. I'd argue what drives concepting is not just the feature set but the speed in which the artist can work. Zbrush atm requires a lot less actions to get a lot more done. For example, the gizmo3D can automatically move all or selected sub-tools with a quick click of the button. Parametric primitives, live booleans, shadow box, polygroups with quick hotkey selection, mask and deform modifiers,posing...ect a lot of these relate to concepting quickly. I really wouldn't put 3D Coat ahead of it based on that for concepting. I definitely prefer 3D Coat's navigation approach and brush control (right mouse button drag) over Zbrush's weird navigation controls, and its reliance on spacebar or S key to resize. In being more conventional, UI wise, 3D Coat has more potential at being accessible. This is something even Mudbox has over zbrush. Also out of curiosity, what was the purpose of the picture? I looked up the webinar, and Kingslien is talking about how Maya, Max, XSI are all battling it out for hard surface modeling, which is the lower left. There was no one battling it out for the "soft" and "loose" organic modeling field, which he has in the upper right. This is where zbrush came in, and why it was placed up in the upper right of his graph. With polymodeling, zbrush starts to hit on the lower left which is that hard surface stuff he references. Basically he created a graph showing where software packages are falling into based on approach and target audience. He explains how zbrush targeted the loose and soft "organic" modeling market with little to no competition, and then began to smartly intrude on the territory that max, maya, xsi..ect were battling it out for. This is actually a great message for 3D Coat as well, since it was doing the same thing but on a texture painting/retopology level. =) That would be interesting. Modo mostly is using it for visualization purposes and some basic operations. I don't think sculpting is on the table yet, or if it ever will be. We need these applications to master quick modeling in VR space first, as sculpting requires a kind of control that's hard to achieve with current VR input. If Mudbox does target VR, it would be mostly a marketing stunt they could turn heads with, but the only way they an really compete is by upping the quality/workflow as it relates to sculpting. They have some serious catching up to do.
  6. Naturally I agree with the sentiment regarding Autodesk "throwing in the towel" in part due to 3D Coat. To call 3D Coat sub-par to zbrush, love it or hate it, is a tad accurate. It doesn't need to be of course, but at this point in time, zbrush is just too far ahead. I also agree that 3D coat is better, sculpting wise, than mudbox though if Autodesk prioritizes mudbox again to be the zbrush competitor, 3D Coat could get knocked back a peg. With regards to being a multipurpose piece of software, that is both a pro and a con. It means that you may not be used for all tasks, but rather one specialized task, you may be part of the pipeline but not THE PIPELINE itself. Zbrush can UV, model, paint and render. Some of the best digital sculptors, even for game art, work in zbrush for the most part, even with retopo. Now they could send it to 3D coat for retopo, UV and painting (though when that happens its usually stylized, like with Blizzard), in fact 3D Coat is the go to application for hand painted textures. A lot of the baking will be done in a substance or marmoset based application as well. In short it means 3D coat is not usually going to be used for the sculpting, but perhaps the retopo and painting (depending on art style). This means 3D Coat, even if its decent at sculpting wont be used. This can be changed with further development, the so called catching up with zbrush. I'd argue that since 3D coat is not necessarily pulling away sculptors in a significant quantity, autodesk may instead try to re-target that market. They also have access to studios directly, many which work with autodesk suits already, which love it or hate it can lead to more seats and users. The demand is there, its just a question on whether or not 3D Coat chooses to match the bar that zbrush has raised. Either way 3D coat will be fine with the texture painting (hand painted especially) and retopo, its just a matter of competing in the other high demand parts of the pipeline. Less is more (application usage) if you don't lose out on quality.
  7. I think they also realized there is still no serious competition to Zbrush. The market is open to competition, but no one has stepped up to the plate to really match Pixologic. There is a lot of money to be had there. I hoped 3D coat would be the serious contender but so far its not showing signs of serious competition. If Autodesk gets back into the 3D Sculpting game (even with texture painting thrown in), it will change the current dynamic we have now. The biggest one at risk would not be zbrush so much as 3D coat.
  8. Time to bring this back. Live sculpt off going on right now, Summit 2017 will happen over the next few days. https://www.twitch.tv/pixologic
  9. RabenWulf

    3DCoat 4.7 (BETA testing thread)

    Not so much SPainter, but a general combining of input fields into one or two context driven panel. The management side of things needs to be updated, especially as more gets added over time (brushes, alphas, matcaps, shaders, categories for each..ect). SP makes it easier for sure, but they also have the problem of displaying too much any one given time. In that sense I would look at Zbrush (and to a minor extent ddo/photosho) with its input areas, which then pop up the resource window for alphas, matcaps..ect Apparently the new version of Mari is getting a UI upgrade that focuses on pop out panels as well (thank god).
  10. RabenWulf

    3DCoat 4.7 (BETA testing thread)

    Beyond what was mentioned below? I could refine the mockups/concept if I felt it actually had some impact. I wont lie, most of the time it feels fruitless. The UI could be streamlined though, a lot can be combined and built to work a cleaner interactive panel.
  11. RabenWulf

    3DCoat 4.7 (BETA testing thread)

    I hope the current folder/drop list is just a temporary measure, as it really does need to be revamped.
  12. RabenWulf

    ZBrush 4R8

    Feels like 3DC will never catch up at this rate. Zbrush really needs a competitor.
  13. RabenWulf

    3DCoat 4.7 (BETA testing thread)

    I like the kind of workflow this opens up. I am noticing a weird discrepancy between attached and unattached. Left: Smart Material attached to layer Right: Smart Material not attached to layer When its attached to a layer, there also seems to be some banding issues. This is especially noticeable with that particular smart material.
  14. RabenWulf

    3DCoat 4.7 (BETA testing thread)

    The timing would be good, as it lines up with Substance Painter's launch of 2.6.
  15. RabenWulf

    modo AppLink

    Anyone else actually manage to get this to work for import? Export is fine after going through all the recommended methods but import is a no go. Using Modo 10.2v2. I really wish these were maintained.
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