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jbshorty

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Everything posted by jbshorty

  1. That mockup looks about right to me. With addition of a World/Local option for aligning to either grid reference...
  2. I would like to request the following : • Thickness tool - add option to display thickness as you mouse over any point on the mesh/voxel form. This is very handy tool in Sensable's Freeform app... • Thickness display - similar to Rhino, I would like a quick visual display of thickness (based on average normals) across the entire mesh/voxel form by applying vertex colors. Would also be handy if it functions while you are sculpting, to enable quick repair of thin or thick areas...
  3. Hi. Currently working on a project which needs a combination of both Z symmetry and radial symmetry. Also I often need to have multi-axis (X+Z) symmetry combined... feature request please! Thanks. jonah
  4. thanks! that did the trick...
  5. Hi all. Finally downloaded the V3 demo to try the voxel sculpting. But when i run V3 i get an error that "cudart.dll" is missing. I am using a GTX280 on Win XP32 and also updated my cuda driver today and rebooted my system. So how can i fix this problem? Anybody can offer some help? Thanks, jonah
  6. Does it automatically create seamless tile pattern as you paint? I just tried that, but it seemed to be a standard plane. And the Photoshop style "offset" is OK but not really good from a user point of view. Because you have to stop your strokes, then to continue in seperate pass. It's not convenient or fast... jonah
  7. SUCCESS!!! Thanks Andrew. While we are discussing it, it might be an easy solution for you to add a 3x3 grid as seamless plane primitive. I don't mind also if you want to add this OBJ to your content folder so it installs directly with your program. That would be OK with me... jonah seamless_paint_grid.rar
  8. tried that. But rec'f this message : "Upload failed. You are not permitted to upload this type of file". Andrew?
  9. I agree it would be a nice feature. But you can already do this in most any paint program, including 3DBrush. Just create a 3x3 grid primitive. Then setup the UV's for each face so it's UV space ranges from 0,0 to 1,1. Now all faces share the full UV space. As you paint across them, it will create a seamless texture. If you give me your e-mail address, i can send you an OBJ which i created in Modo. Works perfectly in 3DB... jonah Why we can't upload OBJ's on the forum?
  10. :lol: ... The world needs more people like you. But please take care of the money too, so there will be a 3D Brush 3.0 J N A H
  11. The number "5" key will toggle between orthogonal and perspective views. I think in 3D Brush, the perspective camera does not have a very strong perspectve distortion. So it can be difficult to notice the effect... shorty
  12. Hi Andrew. I see now my favorite modeling program is on the list, but i already voted for "other". Now i see my vote has gone missing and i can't vote again Please reset my vote for my favorite program RHINO!!! (Modo would be my #2 choice) Thanks! shorty
  13. That's great andrew I am doing lots of work now which involves modeling in Rhino, exporting unsmoothed models to render in Modo. This will be really useful for me... shorty
  14. HAHA! My two favorite programs are not in the list :lol:
  15. how about "Redo"? (This is a trick question!) :lol:
  16. I use Modo 301. It has very good painting and sculpting tools. But I think you should emphasize these 3DB features which Modo does not have: 1) painting by spline 2) stripe painting 3) painting into multiple channels at once (diffuse, specular, depth, etc) using layered brush 4) mirror cloning and mirror translate 5) offset texture 6) dynamic link to Photoshop 7) using spline as mask copy/transform/paste of texture in screen space using Photoshop-style widget shorty
  17. It may seem like an odd place to mention a paint/sculpt program, but i posted a link on the forum of Rhino. There are often discussions about ZBrush, Modo, Mudbox over there. But 3DBrush needs a few minor features to be more friendly to Rhino. I will start a new topic to discuss! http://news2.mcneel.com/scripts/dnewsweb.e...st=Latest+Items shorty
  18. i think maybe you should should change "I love this sofware!" to say "I love this software" :lol: shorty
  19. WOW this sounds awesome!!! Can't wait to try this feature. It seems you really understand what is missing in the other paint programs. I am curious what secret weapon you will show us next?... shorty EDIT - Link to update is not working...
  20. Modo increases UV smoothing as subd levels of the mesh are increased. And i suspect that 3DBrush tesselates the mesh in a bit different way than Modo handles mesh smoothing. So it might be wasted effort if there is no way to match the 2 UV sets exactly... In Modo, it is possible to bake the texture from a mesh with linear UV's onto another mesh with the smoothed UV's. So Modo already has tools to fix this problem... shorty
  21. Hi. One thing you have to remember is that Modo uses subdivided UV's by default, but 3D Brush (and most other programs) do not have this feature. So if you import the displacement map from 3DB then you must set the UV's to "linear" for that mesh in Modo. This can be found in the item properties for that selected mesh... For the export method to Modo, goes something like this: 1) in 3DBrush, export your depth (displacement) map and choose the 16-bit option. 2) in Modo, your mesh item should have a material assigned first 3) in that material, add a new layer of "Image Map" and load your displacement map 4) Then switch the image function to displacement 5) Select the base material layer and then adjust the displacement distance I'm pretty sure Modo can use 32-bit displacement, but when i tried to use that type of map the reults were pretty crazy S H R T Y
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