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druh0o

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Everything posted by druh0o

  1. @Gorbatovsky Alex, thanks for the new tools! I think the Inset tool functionality can be added to the Extrude tools. Right now to make something like this... ... i have to use the Extrude tool, then the Scale tool with settings like above. Or the new Inset tool, then Scale tool with different settings. But if the Extrude tool can have its own Inset settings, this will be much faster and more intuitive. So, if extrude = 0, then it can be the Inset tool. If inset = 0, then it just the Extrude. But when Extrude + Inset, the result can be like in the image above.
  2. That's great. But is it possible that this menu does not appear when i'm still holding the Alt key while navigating (Alt+RMB). Sometimes this can be annoying and can lead to errors when you miss it and click some function randomly.
  3. You are right! But also, artists choices point to ZBrush because... "If you want that job you need to be experienced in ZBrush". Because you have to adapt to studio. But the studio will not adapt to you, if you are not a Michelangelo.
  4. To elaborate this even more. If one program is already set as an industry standard, probably the industry will not jump to another for the same features. Even if the second program is free. The second program may be an alternative, but it will always be marginal. The jump can happen for unique features, or features that make things much easier or/and much faster. And these features and benefits of the second program should be valuable enough to justify a jump. But Zbrush is not just the industry standard. At first it was something interesting but weird. It was a 2.5D painting program. There was no 3D features. But version 2.0 was like an explosion. It was like a killer app. And when v3.0 came out, ZBrush has defined the industry to a large extent. And that youtube channel is about gamedev and the film industry, right? By the way, 3D-Coat is widely used for concept design in the film industry and gamedev. But why? I mean, what features made that happen? As far as i know, 3D-Coat is used for hard surface sculpting more often than for organic. Why? Are these disadvantages or unique features? If they are unique features, are they valuable enough to justify a jump? These questions can be like food for thought. Can Blender be adopted by the industry just for its sculpting tools? No. Not enough unique features in sculpting tools. But it is adopted in concept design because of the Grease Pencil (and Grease Pencil to mesh pipeline) in conjunction with EEVEE. And it's not about the program features only. Art schools and tutorials will be around the industry standard. Most of communities will be around the industry standard. And, of course, most industry pipelines too. And popularization! As you said, you have used ZBrush for many years. Then, most likely, you heard about Ryan Kingslien. I can recall one thing from one of his tutorials. I think it's pretty interesting. This is the place where ZBrush "feels at home" and where it goes to. Though it was for version 4.7, i think it still makes sense. That "precise" area is not occupied by ZBrush yet. And probably will not be very soon because of ZBrush nature. Could this be like food for thought? Probably. Probably precise sculpting tools will help 3D-Coat. Probably, precise modeling tools will help 3D-Coat to push forward in sculpting too, if sculpting and modeling tools will work together, in pair.
  5. Great! Now it's more possible in some cases to create assets in 3D-Coat only, without any other 3d app. Thanks to the 3D-Coat team!
  6. I think it's not about Lightwave, it's about broadcasting products. But probably this will affect Lightwave somehow.
  7. Well, I just selected all edges around the band, then extruded by hitting Enter and scaled down in Z and Y (considering that X is along the handle) For the Shell - looks like everything is ok, but it makes faces inside that are not needed, i think.
  8. Wow, it's great to see here the artist who works for the top movies.
  9. Nice! I will try your method Upd: @tokikakeYou know what? Your method is actually very close to how it can be done in ZBrush, haha Mask and Extract.
  10. Yes! My new layer (for the stripes) was voxels only.
  11. I got this message once when trying Run Brush Along Projection. But with Brush Along Curve I did never see this.
  12. @tokikake Probably i found the way to do that more easily without boolean operations. Create new voxel layer. Then you need some tool that generates voxels (instead of modifying them) - ToothPaste! And then Brush Along Curve. Here we go: But I don't know how to change brush Radius for this. I'm trying to change it, but generated stripe is alway the same and brush Radius is reverted to the previous value Is it a bug of the Brush Along Curve? Oh, just found how to do that! Change the brush Radius and then in Curves menu choose Assign radius. It's not that obvious but it works!
  13. Looks like Brush Along Curve can be used for this, but it works only on the same surface. So it's not separated.
  14. @tokikake What i found while experimenting: one way to detach generated surface is obviously right click on the first curve (which was selected to apply the modifier) and choose Detach Curve Modifier under the submenu with the name of modifier. Another way is just to duplicate generated surface and duplicated one will be detached. So you can have attached surface, that you can tweak, and detached surface, that independent of any curves.
  15. And one more thing. As I can understand, right now Swept modifier is "attached" to the guide curve and then you can choose a profile curve. Is it possible to choose not only the profile, but the guide curve too? So you can easily swap them. Or just to choose another guide.
  16. Yes, @tokikake that was the thing what i was thinking about too! Great!
  17. I really like new Swept Surface tools. Can't stop experimenting Especially i like to doodle profile and guide curves with the freehand tool. But i feel like i miss something in this mode (and in curve tools in general): 1) do they work with Symmetry? Looks like they don't. Or there is just no symmetry in all curve tools right now? I'm not sure. 2) This idea is hard to express in details, but i'll try. Can be implemented in future something like quick full-auto mode for the Freehand curves, like we have with Strokes in Retopo room? So you just draw 1 or 2 (or several) guides (with the Symmetry optionally), then 1 or 2 (or several) profiles, then just hit Enter (or another key) and BOOM! - you got your surface generated with "Two Guide" or "N Gener". And Tool Options panel is open where you can change something. I'm not sure about other curve tools but for the Freehand tool it can be super useful, especially for quick prototyping and ideation. I really like the accuracy that can be achieved with other curves tools. But in this freehand mode you expect something more interactive and fast. 3) And in addition to the previous one. Can curves snap to each other more easily? For example, first point of the new Freehand guide sticks to the any existing curve (this can be activated with some option checkbox). The point is to provide some degree of continuity between the various generated surfaces. Yes, I can tweak curve points after the surface is generated, but this kind of interrupts the "flow". And yes, i'm keeping in mind something like "Grease Pencil to mesh" workflow in Blender, but i think in 3D-Coat it can be more straightforward, fast and accurate using freehand curves and new swept surfaces.
  18. By the way, it works as expected in very old versions. Something like 4.0 - 4.1.xx. (i have 4.1.04A installed in parallel with newer versions)
  19. I'm trying to count a number of apps 3d-coat compete with right now: in sculpting, retopo, PBR texture painting, handpainted texture painting, even rendering... Oh, and UV-mapping! How could I forget!
  20. In that logic why bother with sculpting tools when there is a ZBrush and it's going to be the winner. Please don't get me wrong, I'm not aggressive here by any means. Is there a big difference between retopo tools and low-poly modeling tools? Actually it's not that big.
  21. I'm not Polynut , but i use Maya too, so here are some videos: I understand that adding new modeling tools to the existing Retopo room can make it cumbersome and inconvenient. But on the other hand, having retopo and modeling in the same workspace can be useful as you can see in the first video when some modeling and retopo tools compliment each other. And that's one of the argument for retopo in maya. For example, i can use Quad Draw to build my retopo mesh and immediately can switch to the Multi-Cut or to Extrude, to Bevel or any other common poly-modeling tools. Another example: to retopo high-poly in maya you need to make it "live" at first, so the points can snap to high-poly. But actually that Make Live functionality is not a retopo thing. That was in Maya for ages. You can use it to place some objects on top of other object, or to start a new model on top of the existing object.
  22. Hi Alex! Is it possible to add some tools to mark hard/soft edges (in terms of Maya) in Retopo room? Or Smoothing Groups: https://trello.com/c/YldOzYur/95-smoothing-groups-feature-request
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