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wailingmonkey

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Everything posted by wailingmonkey

  1. to piggy-back on this, artman, if I may... - play with falloff adjustments - turn on '2D-grid' for controlled straight sections
  2. while it's a cumbersome work-around, you could 'merge' a plane into 3DC (as a sub-object) and apply the texture image you want for use with the clone tool...
  3. agreed...I hope some time for optimizations are soon possible. It's a pretty big workflow killer when you're waiting on seeing a layer blending change for 6+ seconds, don't like it, then wait another 6+ seconds to take it back to how it was. (seems like a small amount of time, but added up over the course of working on something for 2-3 hours or more and it's very, very off-putting) Even with 8gig ram, the delay is noticable and puts a bad taste on the creative process. (would a better graphics card assist?--see signature for specs) For me, a layer that has been filled is the worst (stands to reason, I guess...more data would require more calculation time).
  4. I think I should clarify that what I'm ultimately after is a way to straighten edges/verts parallel to any of the XYZ axis. So, for instance, if I run a line of faces mostly straight down a cylinder-shaped object, I want to be able to select edges and straighten them parallel to the Y-axis. This would basically take all the individual vertex positions and average out the Z and X positions to form a straight line in Y (still retaining projection onto the surface of the mesh). This way my sloppy hand-crafted retopo work over hard-surface sculpts can be cleaned up with more precision.
  5. Perhaps there is a way to do this and I missed it, but: - An 'align-N' feature, where 'N' is a particular axis (X,Y,Z) of our choosing. This would work on selections of 2 or more verts, edges, or faces such that we can align loops or rings to a particular axis. Handy for clean retopo meshes that are more non-organic in nature... Thanks!
  6. yipee! thanks, lc8b105...hadn't tried that even tho it was right there in front of my face. Thanks! (please consider this thread merely a subtle reminder for the Ambient Occlusion reminder)
  7. (not to diminish from my request for a true Ambient Occlusion option without light shadows) The ability to export all voxel layers as 1 .obj file would be nice. Failing that, the ability to 'collapse all' layers to one would work just as well. (I know we can do this on an individual basis, but it gets tedious with 20+ voxel object layers) I like to block-in my characters with 3DC and the ability to do the above would be a nice time saver for use when trying to model accessories and such in other packages... Thanks!
  8. two things: - not sure the point of pulling the 'rooms' above the menu bar...this breaks the commonly accepted style of having your 'File', 'Edit', etc. at the uppermost area of the software. In my mind it's changing a standard of software for no real benefit. - as much as I applaud the clean quality look of your first proposed mockup (the second image with flat greys) it appears that the importance of the interface 'look' has taken over what is arguably the most important aspect, namely, work space real estate. (the whitespace after each button name appears to have increased and encroached into the work area) I'd like to see solutions that keep as their priority the ability to have the most screen real estate dedicated to actually working on the object. All in all, I appreciate the effort...these are just my concerns.
  9. From Twitter page: This is awesome news, Andrew! Very much looking forward to this ability!
  10. Hi Andrew, I'm bringing this up again because I just ran the occlusion calculator on some cinderblock/brick assets and was forced to remember that 3DC still uses the light- dome technique, which creates shadows on the underside of my objects/textures (even though they are really just 'floating' in space and have no ground plane below them to be occluded from). Can you re-consider adding in the option of true object Ambient Occlusion when we run the calculation, and not just the light-dome technique? Otherwise we are left attempting to edit out the 'shadows' that result on our final textures... Thanks!
  11. wholly unintuitive, batman... thanks, artman...I tried that option, noticed the little divot, but didn't 'hover' over it and just kept looking around the top bar and even in the 'pop-up' menus for clues.
  12. b-splines in 'E' panel? I've just installed your latest update (and the one before the quick fix) and see no additional options. Win 64-bit DX CUDA version...what am I missing?
  13. "- Voxel move tool will respect both - falloff and focal shift." = very cool! interesting...can't figure out how to edit images once posted. ('Use Full Editor' isn't working) here's another better illustrating focal shift and falloff:
  14. in regard to your question about the additional border settings, look up at the top left of the window (near 'File' menu) and you will see 'Split border width' percentage....hope it helps!
  15. I'm about a day into this nice guy...anybody care to suggest some artistic direction? thanks! (click the image for full version and angles)
  16. for bleed you can set it up in Edit->Preferences to your liking and it will be exported accordingly. (see image)
  17. jacobo, I'd have to argue against it's removal for 2 immediate reasons (that I can think of): - it's quite handy at moving/scaling/rotating sub-objects around on complex models (if you don't want to keep importing/exporting to another software for this capability) - it does a very good job with 'larger-than-normals-based' edits once you've already textured your model, but want to tweak it afterwards (it keeps the texture detail instead of turning it to mush) This last one is handy if, for instance, you texture your model with jeans, then want to really accentuate the creases based upon your nice and perfect texture work...you can get stretchy artifacts just trying to do it in the 'paint' room, whereas you can take it into the 'sculpt' room and retain nice detail. I'd say it's mostly handy for those 'smaller' instances where you didn't already have it done in a sculpt brought in from the voxel room or another software, but are working in microvertex mode on a base. But I'd guess there's been fewer users doing that since voxels got implemented...
  18. This is a poll asking how I rate the page design. I added my comments to my rating based upon what I experienced (temporary or not, I dislike black text on white or very light grey). Can I not do what?
  19. ack! not a fan of light/white backgrounds at all...and not being able to just hit 'reply' (then login) without going to 'signin' first, although a nitpick, seemed 1 less click...call me lazy. Also, having 'IPBoard' at the top seems to minimize the relation of this being 3DC's forum. Always willing to be out-voted by the masses tho.
  20. indeed...in fact, for your third image you would just be drawing 5 'horizontal' lines (starting from outside the model's surface) with 1 vertical line running perpendicular to those 5, and have set the number of sides to '8'. Then you'd just use the 'Cap' tool for each remaining opened end.
  21. Thought about this one before, but if I create a custom curve object there's a threshold where getting decent resolution requires a trade-off in the performance of actually manipulating the curve nodes where I want them. It also requires large-sized .obj files to be sitting in the voxstamps folder. Would it be possible to have a 'Subdivide' button available in the parameters tab for when we are happy with the location of the curves and are ready to 'Apply' them (yet we need higher resolution)? By example, the image below was a custom curve object made up of some 6000 triangles, yet you can still see the banding on each curve 'sub-object' (and this was after 2X the resolution on the applied curve itself).
  22. and that's the way life goes... in the inimitable words of Mick Jagger : You can't always get what you want But if you try sometimes You get what you need sorry...I think the thespians are getting to me...
  23. Andrew, Definitely digging the new curves control! And it looks like you have done something with the 'fill' tool for 64-bit...or magic happened and it now works with distinctly more aggressive filling speed. thank you!
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