Jump to content
3DCoat Forums

rimasson

Advanced Member
  • Posts

    414
  • Joined

  • Last visited

Everything posted by rimasson

  1. I've got still this bug with version 2.10c : sometimes, the stroke become messy. I noticed something that may help : when it happens, the brush circle becomes perpendicular to the surface.
  2. Quadro FX 1500 at home Quadro FX 4600 at work.
  3. I don't have any crash, both at work or at home. Both computers have quadro Fx cards ( a Quadro FX 1500, XP 64 at home, and a Quadro FX 4600, XP 32 at work) however, i had visual bugs. I noticed a general speed improvement. WIth a Quadro FX 4600, Open GL display is even faster than Direct X. The artifacts i noticed are Visual artifacts. They disappear if i draw other strokes on the model, near the artifact. I have these artifacts both with DX and Open GL Display
  4. I checked the new 2.10 version. In Direct X mode, i had 2 display bugs: when i load the head model, holes appear on the surface. In, sculpt mode, using the drag points mode, when i move points, a large part of the model disapepar.
  5. I don't think so. This kind of tool is both in Silo and Topogun
  6. TO reproject the details from the hires mesh , use Merge into Scene. It will reproject displacement, color and spec maps.
  7. I'mon XP 64 too, but with a Quadro FX video card... it works fine. until i change the 3DC window size
  8. You did'nt created a topology tool to create pieces of cloth, but a full, and already usable fantastic retopo tool !!!! here are a few request : (the other tools are simply perfect) a tool to subdivide a single shell, instead of the whole model a tool to relax a shell instead of the whole model a tool to delete a shell... instead of the whole model In Tweak vertices mode, i'd like to be able to drag a vertex to another, and merge the two an extrude edge loop in Split edge ring mode, when you press shift, i'd like to have a snap to the middle of the edge. a tool to snap an edge loop to the symetry plane. When you apply symetry, the vertices of this middle edgeloop should be merged. Id like also to be able to snap the symetry plane on an edge of the low poly model. I'd like to import an existing topology (open .obj or Lwo file) and i'd like to have a tool to snap the loaded mesh, or the existing topo on the reference surface. i'd like to have a tool to create faces based on the low poly model. (a kind of brush that create/get faces from the reference mesh, or remove faces when you press alt) It could be useful to retopo a part a a model. an option to replace the existing model in the scene, instead of merging. What's the difference between Merge into Scene, and merge path ? And now, some bugs : I can't change the size of the 3DBrush window, and maximize it again : i've got a display bug. When i slide an edgeloop, some edges goes in the wrong direction. When i merge a model, and if the reference model has a layer with displacement, there are some bugs on the new topo model. (pic 2) Once, i got a 'crazy point' on a retopo model.... (pic3) finally, i had a bug in sculpt mode (pic1) Fantastic work Andrew. After i uploaded the new version this afternoon, at work, there was quickly a lot people around. I forgot : the serial dosent' work.
  9. I will send you a bug report later, but your retopo tool is simply the BEST around. In just 2 weeks.
  10. I found some info about the upcoming Mudbox 2 http://boards.polycount.net/showthread.php?p=818895 - Support for realtime shaders in the viewport (cubemaps, IBL, HDR support, and I suspect the ability to load a certain kind of .fx maybe) -Ability to rotate the relflected environment and ability to lock it at the desired angle - Realtime ambiant occlusion - Realtime depth of field - texture stamping through strokes - color painting (forgot to ask if the brush engine was anything close to photoshops) - automatic little squares unwrapping allowing to paint on an object that has not been unwrapped by hand - ability to paint bumb, spec and diffuse maps (dont know if you can setup a material with a specific bump, spec and diffuse at the same time...) - SteadyStroke (=lazymouse) - More polies on screen - x64 - Rewritten behaviour of some brushes (I think) - New splash logo (that was horrible) - New startup screen for quick access to basic scenes setup
  11. I'm in love with 3DCoat because of some of it's tools which are UNIQUE. I'm a Zbrush user, Mud dosen't add almost anything new to. 3Dcoat does.
  12. Simply delelect the Depth and Spec in the top bar, and select the second stroke type. You will be able to paint, the pressure controlling the opacity
  13. i Agree. a Nodal network layer system is not a necessity
  14. to keep the details of your displacement map, set the carcass resolution to it's maximum, and the number of poly close to the polycount of your original model. To import 32 bits disp maps, simply select "Zero level is black, not normalized as parameter when you import a map you can also erase a layer a layer in the 2d view to mask a layer, creane another one that will be used as a mask, in it's property tabs, set the transparency to 0, paint color to mask / unmask areas, and finally, on the first layer, mask this layer by using the new one. Great Ian McKellen Modeling
  15. I used the Magnification and reduction of a layer intensity brush today, and i'm wondering if it could be possible to have another kind of blending mode in the layer palette, that could work with the depth intensty of the under layer , like the Overlay mode in Photoshop : values brighter than a mid-gray intensity could raise the depth intensity and darker values could lower this intensity. I also thought of a kind of blending mode like the Darker color and Lighter Color in photoshop, but for the Z intensity : The depth is visible only if it's higher (or lower ) than the depth of the under layer. I also added a link in front page of my website to 3Dcoat mainpage.
  16. did you planned to add to the retopo tool : an Add edge loop tool a slide edge loop tool a collapse edge ring tool ?
  17. Will you be able to project the details of the old model on the new one ? about : 1) make one side of model and mirror 2) construct symmetical figure from the beginning choose what you prefer.
  18. 3D coat dosen't have the best unwrap tool around, it's an automatic unwrapping, if the Uvs are distorded, you don't have any tools to relax them, the only solution is to cut your Uvs into more parts. Personnaly, i use Maya and Unfold for unwrapping.
  19. Hi Andrew. About the Merge Down Bug i found today, I can perfectly live with, until 2.10.
  20. Hello Andrew. i found some interesting infos about ambiant occlusion, that might be of interest to you, and could give better results than your light dome technique. ftp://download.nvidia.com/developer/GPU_G..._Gems2_ch14.pdf http://www.ce.chalmers.se/~uffe/Fast%20Pre...Shadows-jgt.pdf http://ima.udg.edu/~amendez/TIC2001/docs/a...bs_casa2004.pdf http://www.cg.cs.uni-bonn.de/docs/publicat...4-occlusion.pdf ftp://ftp.cordis.europa.eu/pub/ist/docs/k...rial-t12_en.pdf
  21. I found other interesting links about voxel sculpting : http://www.everygraph.com/frame.php?conten...mp;name=voxel3d http://iphome.hhi.de/smolic/docs/Mueller_WIAMIS04.pdf http://www2.imm.dtu.dk/pubdb/views/edoc_do.../pdf/imm707.pdf http://www2.imm.dtu.dk/pubdb/views/edoc_do.../pdf/imm712.pdf http://tigsource.com/articles/2008/04/19/voxelstein-3d-v0-1 http://www.advsys.net/ken/voxlap.htm
  22. actually, you have to create Uvs in an external app. Topogun dosen't have Uv tools.
  23. Here are some ideas about topology tools : The possibility to create a brand new mesh, or to start from an existing topology. (for example, if i want to change only a part of the model) a tool to create strips of polygons, like Nex for Maya, or Silo. Move and relax brushes Straighten tool to straighten edge loops Insert edge loop tool Slide edge loop tool Collapse edge ring tool Mesh symetry tool. The new topology should always stick to the original model, and should always be drawn on top of the original model (even if some faces intersect the original model) And finally, a tool to reproject all the details of the original model on the new one. I guess that's a lot of work.
  24. I've seen once Raindrop Geomagic studio This software, which is a Cad software has an automatic resurfacing tool : It create on the fly an automatic network / surface on top of another mest (a 3d scan for example) based on the original surface curvature. You have to spend some time however to have a clean edgeflow that fits your needs, that's why Geomagic has also tools to create by hand a custom retopo. The other problem is Geomagic output mainly Nurbs surfaces... whic are not compatible with my workflow I found interesting Papers that could help : http://www.geometrie.tuwien.ac.at/ig/papers/tr145.pdf http://www.cmis.csiro.au/hugues.talbot/dic...om/pdf/0099.pdf http://www.stat.wisc.edu/~mchung/papers/3DPVT.2006.pdf
  25. I discovered one important thing : When you smooth the same model in Maya, Zbrush, or Mudbox, the point order of each smoothed model change : so you can't do morphs/blendshapes between a smoothed model from Zbrush and a smoothed model from Maya. However, the point order between Zbrush and 3Dcoat stay the same. EDIT : i did some test on some models : this is not always the case This is great news For a better compatibility between Zbrush and 3Dcoat, could you add an option to import a Mid-res model in 3Dc ?
×
×
  • Create New...