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wailingmonkey

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Everything posted by wailingmonkey

  1. The subject (and request) of a pen curve editor has been out there for over 2 years now... and it would be great for at least 3 separate rooms: Paint, Sculpt, and Voxel. It may not seem all that 'whizz-bang', but it would allow for quite a bit of extra control in the creation of our own pens. Add in more controls over how the 'soft stroke' dampens strokes and we would have some new abilities for precise mechanical hard lines/edges with our sculpting/painting...but it's probably going to take more than 1 or 2 users bringing it up, I guess. (shrugs)
  2. This has been the case since version 3.0, using a combination of a zsphere rig and layers... but it was quite buggy and control was not particularly 'easy' or precise. Seems that some jiggle options have been added, and that lipsynch would have been tough to do with current versions of a zsphere rig (maybe it's morph targeted/layers instead of an actual face rig?). At any rate, I'm sure it will be handy to have either way.
  3. therainking, you tried to just 'export' from the top 'Retopo' menu already? (see image) I'd take a look at the mesh in Silo, if you wanna put it up somewhere...
  4. think there's the ability to merge vertices with a really low tolerance (like .001) once you've gone into vert-mode and selected all of them. should be a tutorial about how to do it on the net somewhere (not a max guy....maybe RogerKnightly or someone else will pass by and confirm) good luck!
  5. 3DArtist, from the 'support' section: http://www.pixplant.com/video/screencast4-600/ (shows how to set up the repeating 'seed'...reckon you could allow for much greater variety than that example, tho, with a bigger selection set)
  6. lc8b105, okay, just watched the tutorial. neat. You're spinning the model instead of spinning the brush (as it's done with radial symmetry in Zbrush). Probably really cool for space navigator folks, no doubt. But for those of us without space navigators, I'd still like to see radial symmetry. (especially when whatever you want to spin isn't perfectly lined up on 1 axis) cheers, and sorry, spacepainter, for muddyin' up your request.
  7. I have to admit to not watching that tutorial yet, but isn't this an 'automated' variation on radial symmetry? The difference being you would have to find other solutions to 'lathing' things that don't line up with any particular axis. Not trying to belittle your request (it sounds like it would be fun to use), but I wonder if radial symmetry, in combination with pen alphas, wouldn't be a bit more functional....but then, of course, I've got no idea how much coding either would take.
  8. offtopic, but now that you're back, please don't be shy about feature enhancements/requests. good to have some fresh voices (re)suggesting things that might have gotten lost over time.
  9. yep, but this thread is asking for more power management in the vox-tree/layers-menu so work-arounds are not necessary. (but still optional if you like to work that way) +1 from me for more control in vox-tree/layers-menu! P.S. - philnolan3d, you just got a rep point from me by mistake...didn't know what those did and was trying to quote you---doh! and congrats!
  10. reckon yer not alone: http://boards.polycount.net/showthread.php?t=71261 (maybe it's seasonal?)
  11. hmmm...I haven't tried anything really big with voxels in awhile, but for me, subdividing the default middle-sized sphere 3 times (bringing it up to around a million) and using x-symmetry with the 'move' tool will bring 3DC to it knees in terms of time to process. We're talking about 4-6 minutes to process the 'move' before 3DC gives me control back to do other operations. A definite workflow killer. My machine isn't super-beefy, but I wouldn't expect this kind of wait for a 1mil triangle object manipulation. *edit* forgot to add, this is with the latest release 3.2.04CUDA 64-bit DX *edit 2* Doh...bad math for me...the object that takes awhile to process is actually 11 million still....4-6 minutes seems a long wait, but speaks to doing all of your form edits at a lower level. *edit 3* Yikes...16 minutes to switch back from surface mode to voxels, and another 51 minutes for it to do it's final merge. I can't see that as being justifiable in any sort of production environment.
  12. congratulations, ghib! I'll have to check it out. (and thanks for the heads-up)
  13. ifxs, perhaps you could also place your symmetry plane wishes in the 'feature requests' section so it doesn't get lost and Andrew has a good idea of what you need.
  14. Which is in need of more love(or rather, new solution) for quite some time now...
  15. 1- Speed/Improved Painting - including alpha/pen curve editing (similar to Zbrush, and would, of course, improve control over voxel alphas) as well as better 'soft-stroke' user controls for more 'automated' strokes 2- Fully customizable short-cut assignment for ALL operations 3- True ambient occlusion map generation 4- Radial symmetry brush painting/sculpting 5- Color specular support 6- Quadrangulation improvements (similar to what looked to be a promising technique Andrew posted about based upon a paper on the subject--buried in an old 3.1update thread) or some means of user-control on t-joint placement for edge-flow 7- Emmisive/glow map support?
  16. at the risk of not sounding properly fan-boy-ish, thanks for sharing that link, Nemoid_ . I particularly liked the looks of deforming with an actual object ( )at around the 2:10 mark... would be a handy addition in 3DC to actually use another primitive 'brush'/object to deform (thinking about rotation, specifically) voxels like that such that it was real-time, yet somewhat mechanical with the axis constraining. (as opposed to just using alphas and volumes which mainly just cut/add, but not deform like the video) Of course, I'd much rather see other areas of polish done to 3DC before something like the above was attempted. (I'm looking at you, alpha curve editor, radial brush, auto-quadrangulation control improvements, colored specular, etc.)
  17. try using the 2D grid... only downside is that it's pretty jerky between points and as a result can cause some unwanted strokes that you have to redo all over again.
  18. nice build, Andrew! some interesting shapes can be acquired very easily.
  19. 1. try the 'v' key (works the same as 'alt' in PS) 3. for quick transparency adjustments with keyboard use 'o' and 'p' keys (dunno if these can be re-set to other hotkeys)
  20. no picture necessary...I get what you're after and think it'd be pretty handy. I'm just saying that greater control over the original stroke would alleviate the need to re-edit an already placed stroke. (my own opinion, obviously) But hey, maybe you should draw up some graphics to further flesh out your idea. Might help distill it further and show some potential areas of avoidance. Also, how would the actual stroke 'spline' be manipulated and how would said manipulation affect areas further up and down the spline? Percentage influence? B-spline style? Tangent handles?
  21. Or Andrew could look at how Zbrush implements it's LazyMouse stroke and fix the current 'SoftStroke' so we have greater control over how 'mechanical' we want it. Currently, it's still way too 'jittery' to be of real use, but it seems the tech is already in place...just needs more attention and user control.
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