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wailingmonkey

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Everything posted by wailingmonkey

  1. made some adjustments (hope you don't mind, SonK). also, if 3dc is going to be used for professional work, I'm still of the opinion that there needs to be a way to bring in multiple reference images that can be assigned to any/all camera views so reasonably accurate sculpting can be done. this would require some interface to allow the assigning of images to each camera view, but perhaps it can go on a 'camera' panel, and not be assigned to a 'room' (i.e., voxel, retopo, etc.)
  2. I think I'd prefer sacrificing the space so I could see exactly what was active/inactive while painting. At a certain point I'll choose minimal clicking over being too concerned about visual clutter... I guess a mutual solution would be to allow 'tear-off' buttons. (Even more control to exactly what tools are visible, similar to how you can customize Zbrush's interface by activating 'Preferences->Custom UI->Enable-Customize' and then drag anything you want to pretty much anywhere you want it.)
  3. could try something like below for 'blobs' (I've included the CS2 Photoshop files as well if you want them) 3dc_icons.zip
  4. sweet! next up, attaching camera to a spline....
  5. About pre-sales...not speaking for anyone but me, but I'd guess most of us who've been around for the last year probably have great confidence that we will not be risking anything by purchasing 'before it's done'. And in reality, there's always patches 'after it's done' anyhow. Congrats to your webmaster on his upcoming venture!
  6. maybe I'm not understanding, or maybe I never run into this problem because I don't use 3d-coat's UV system, but I just: - sculpted in voxels - retopologized with retopo tools - export raw object - (took into Silo and made sure symmetry was good, then re-exported) - imported into UVLayout and did UVs - deleted original retopo mesh, then imported 'external mesh' back into retopo tools - merged into scene and painted away not exactly streamlined, but it guarantees I'll get everything the way I want it...and definitely not 'stuck' <shrugs>
  7. maybe middle-mouse-button clicking (with stamp function from 'E' panel) would be an option to allow for previous ability to slide stamp to a location? Should, of course, be an optional editable hotkey when the interface re-working gets going....
  8. was unable to cancel out of 'Calc occlusion' in alpha 74SIMPLE DX version. (the dialog will cancel for a moment, then continue on calculating and processing)
  9. nice to have the additional per-object/material options! also noticed you've adjusted the pen scale difference between UV window and 3d view so that they are equally sized now (what you see is what you paint - WYSIWYP ) ... thanks! *edit* you've mostly fixed the spotty brush-stroke issue when using the pen and materials over the UV window, but there's still a bit of funky-ness ...... if you select a material, shrink it down a bit in scale, paint in the UV-window with the first pen alpha and first brushstroke style (with mouse, haven't tried wacom yet) you'll see what I mean (image below) ..... if you're not getting the spotty-ness, then maybe it's my drivers (182.08 still here)?
  10. hi tantarus, glad you got it figured...wasn't trying to insinuate that you were a noob, just that it's hard to see what's going on without seeing what's going on.
  11. maybe add a screenshot of the stretching as well as showing how your UVs are mapped...
  12. Sorry, Andrew...totally missed it as it has only recently become a need for me....my bad. ( don't need both, but thanks for asking )
  13. Hi Andrew, Very little testing, but first experience with projecting in UV window is great! Small bug there, it seems with 'spotty brush strokes'... almost like an overlap, some areas get erased (see pic). I was using per-pixel painting, and the first Alpha on the pen tool (DX alpha72 SIMPLE version) with Color only (no bump or spec). Any chance you can also add an option to include the specular in the alpha of the normal map as well?
  14. Andrew, Same process run describes above will cause the same result with Alpha68simple (didn't install 69 yet due to laundry list of other buggers .... scurred ) ... just fyi.
  15. this has been brought up in the past, but I don't know if it ever made it on Andrew's 'to-do' list... the original request was for a 'Liquify' capability similar to Photoshop...basically a 2D plane/grid that could be manipulated at each 'vertex' with radius effect falloff from that vertex (adjustable by the user based upon brush size would be 1 way to do it). (Zbrush) marcus_civis' Image Plane would be an example of possible usage, but I think Andrew could implement some additional bonus features such as being able to work in the UV-window while seeing how the image 'fits' in 3d... I'd love to see it sometime, but I think Andrew's plate is pretty full right now. <shrugs> .
  16. getting some 1/2 second lag with voxel sculpting on a 1million tri 'merged' model when using my wacom and version 6.1.0-6 tablet drivers...tested against a 2million tri sphere in Zbrush and I get no such lag.... makes voxel sculpting a bit prohibitive since the results kind of 'jump' into place (it's especially noticeable when using the ctrl key). Only tried with 'Increase' 'Clay' 'Carve' 'Airbrush' and 'Build' tools, but it's noticeable with all of them. *edit* I should mention, I get no such lag when using the mouse and voxel sculpting. .
  17. question 1 - View->Popups->Show layers list (see image below) question 2 - Retopo commands menu->Import external mesh Hope it helps
  18. mock-up is looking good. some things to consider: - layers palette will need to have ability to access all manipulations currently possible (things like specular brightness, contrast, etc. would have to be considered as well in terms of icons/accessibility). - would be sweet to have unique masks per layer (editable) similar to how Photoshop currently does it (along with the ability to edit/create masks in 3D window or UV window). Also like the hierarchy of Groups addition. - pie menu: can either take it or leave it, but if it's integral, then allow for user customizability of any items in it along with choice of 'hotkey' with which to activate it. - panels should all be totally drag-n-dock (or floatable) for any panel available (if I want to dock the color panel, or sub-object panel, or presets panel, etc.). Support for multi-monitors is most appreciated! - issue of interface being too light or too dark shouldn't be an issue at all if the user can choose all colors (along with viewport background color/gradient). - docking to any edge/region (top, left, right, bottom) would similarly allow for happy customers since they could set up the interface however they wanted. - it would actually be great to see a Profile Curve editor in the brush/pen palette as well! (this is actually a very old request, and would have to be a feature added since it's currently not possible for the user to edit the pen profile aside from custom alphas) - a Camera palette should also be available that would allow for FOV and clipping plane customization --- this may also be a handy place to allow for custom reference image import/export for each possible camera view (pulldown menu for view type). Was thinking that camera animation controls could be here too, but probably a better idea to have them on the 'Render' menu P.S. I'm just using panel/palette as an interchangeable word...means the same thing to me ('that thing that docks')
  19. so am I the only 1 experiencing this layer issue with the fill tool and imported .obj with per pixel painting? http://www.3d-coat.com/forum/index.php?sho...ost&p=16103 been there for 3 versions now....nobody else has seen this?
  20. barely any time testing, but it seems layers aren't being used/recognized on my system (Vista Ultimate SP1 64bit | Q6600 2.40 GHZ | 8GB RAM | 320MB Nvidia 8800GTS [Forceware 175.16]) I'll try to update drivers and see if that fixes anything. Image below shows my process: - Imported .obj with mirrored UVs (per-pixel painting) - Added Layer 2 - Filled with pores (with Layer 2 selected) - Turned off visibility for Layer1 and Layer2 - Fill still remains *edit* No change with this with fresh 182.08 drivers... .
  21. This will probably amount to quite a few more sales from those doing game work (save time, don't have to juggle with workarounds). good news!
  22. didn't know the best place to put this, but here's a 'shader ball' image that's kinda pearly or slightly anodized-ish...maybe we'll need some kind of shaders/shader-ball-images forum sub-category for user-shared content? anyhow, enjoy for whomever wants. pearly.zip
  23. thanks for sharing, Sethren here's 'Silvery' on a silly doodle.
  24. Andrew, perhaps offer the ability to drag/relocate the text buttons column to the user's 'side' that they prefer? I know in Photoshop, I like to drag the toolbar to the far right so I can have all tools on 1 side. In Silo, I split them left and right (and work in the middle) mainly because they are too wide (with all the text/info) to have them side-by-side...that and the fact that you can't set Silo's panels side-by-side. Anyhow, my point is that the option to re-align all 'palettes' or panels based upon preference would seem to be a better option to suit any user's working habits...rather than mandating to 1 side like we currently have. I'd think most people are used to having a topbar, but all the rest (left, right, bottom, floating) seems to be preference-based. <shrugs>
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