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ZCoat

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  1. I did notice there was a TAB for a Preset of tools, yet to a new user, it is not a one for one list of menus. Is there a way to get rid of the extra detail from the button / function? I would like to get rid of the Alpha information and keep the text and the function icon.
  2. The User Interface looks like it is fully customizable, yet it seems as though I am not able to move and dock the Text Box, Stroke Mode, and Tools (Voxel, Adjust, Objects, etc.) to the "RIGHT SIDE" of the program. The Tabbed version of these toolset are way to busy for new users of this product. There are extra icons in the Tabbed version of the toolset list menu. The Tabbed version of the toolset feels like its a completely different menu selection even though it suppose to be modeled after the original list of functions. There should be a way to know if there is a custom brush being used, like a color change (light blue instead of grey) for example. Or a small icon in the corner that would then open up a large brush configuration menu or window. Holding down the spacebar to see the tools in the Quick Access, seems a bit too much. If I paint, sculpt, and perform re-topology using my RIGHT Side (RIGHT HANDED) why would the main toolset be stuck on the left side of the screen? It is even worse of one is using a large screen. Again, I am a new user. I usually work in Zbrush, yet like the simplicity of sculpting in a non-busy UI like Sculptris. This program is, in my opinion, a healthy compromise. I also want to learn about voxel sculpting, I just can't understand why the tools on the left can't be re-docked. It would be just as good or even better to split up the "Tools / Adjust / Objects / etc." into separate lists to choose from (Icon + Text). A user can map a hotkey to the "ADJUST TOOLS" for example; a the list of tools would appear to the right of the cursor. Another useful fuction is a 4 - 9 customizable pie menu for the most used tools. This would also be mapped to a hot key and displayed where the curser is. I would then be able to choose from the most used command functions no matter from what section.
  3. Sorry if this sounds more like feature requests. The feature requests seemed to be grayed out. I have been using the trial version of 3dCoat. I have a UI complaint. The BRUSHES TAB on the left side of the screen is fixed in place. I have not found a way to move it to the right side of the screen. I would like the choice to be able to move and place the BRUSHES TAB any where. I know that there is a Presets tab. It seems a bit distracting as a new user. I like that the BRUSHES TAB on the left can be contracted and expanded. I would like to see the same thing from the Presets tab as well. I like that I can see what alpha is being used via the onscreen brush. Also as being new to this software, the Stylus icons are way too small. I have issues seeing which pen style I am using. I think it would be good to have an icon next to the brush either on the left or right that helps users to see which brush tip is being used. I keep having to press the escape button because I dont know what brush type is being used when using / switching between default brushes. One of the reasons I would like 3Dcoat over its competitors is that there is 3dconnexion support. Is there a way to add a lock on object function and or lock on mouse area so that the object or area would be the focus. And finally, my second biggest issue with the program is the PRIMITIVE TOOL. I like the fact that I can create primitive tools, yet again, I am new to the voxel sculpting style. There is some trial and error as far as which size of brush i would use for the density. First I would like to see the PRIMITIVE TOOL 'drop the tool'. This is a Modo reference where in that the function is complete and that the user has to manually restart the tool. Even though there is a Ghost over the created geometry / voxels. I keep having to move the brush out of the way or switch to a random brush just to see if this is what I want. I was watching a voxel tutorial where a guy used maya to show how voxels work. The guy showed in maya an interactive grid pattern of the level of cubes in each array via wireframe. I was able to understand the concept of voxel sculpting from that video. Since this program is primarily Voxel based there should be Visual indicators showing off the relative density / grid array of what is about to be generated. Coming from programs where the XYZ Grid Axis is fixed, it would be good to see a choice to have a fixed grid and visual array showing what the user may expect. Voxel 3dcoat / maya tutorial https://www.youtube.com/watch?v=Kx4p6T1ejEM Tool Drop Modo https://www.youtube.com/watch?v=qH-EHSeJO3w
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