Jump to content
3DCoat Forums

Sethren

Member
  • Posts

    60
  • Joined

  • Last visited

Everything posted by Sethren

  1. Darn, did i miss spell that word. Maybe i do have sediments err sentiments on the brain. Can't be a good thing. :lol:
  2. My sediments exactly. I think the way Andrew had expaned it if i remember it correctly, it's been a while, that it would be based on a 2pt polygonal system that can be shaped with length, curl, wavyness, thickness using texture mapping/mask methods and colored using of course what is already available in the shaders. I don't expect dynamics of any sort, never wanted them, just a way to custom shape/color the hairs.
  3. Some of want hair for the sake of details. 3D Coat is an application for adding details, both large and small. Hair and Fur is a fine example of adding details. ZBrush has a fiber tool and it is not the same as a typical hair solution and ZBrush is a bit pricey. I can't afford Lightwave nor 3sdmax but i can afford 3D Coat and i know i can't be the only one.
  4. Would you like to expane why this is wrong. Photoreal hair solutions are not all expensive. I stated Carrara 6 hair as an example of some very decent hair and as i said i had suggested to andrew some very nice hair solutions for the future of 3D Coat and also his proposals were very reasonable so it should be interesting. I never suggested dynamic hair, obviously that would be unessesary. What made you think i did not suggest hair with a polygonal solution. My requests are quite realistic. Also i never said film quality, i was suggesting near-film quality in the sense that these solutions can be comparible to being below a high-end application which i never intended anything here being high-end, just good enough to look good. Not all great hair systems cost x10 more then 3D Coat, again Carrara is a good example for hair around the 600$ mark for the entire program and there are sales and other deals as well so probably it can be bought for less.
  5. I am all for performance. I have a sinlge core and 1 gig of ram so i need all the performace i can get. I had already spoken with Andrew about these features and his proposals are very attractive. It was in an e-mail but i am sure some vital information was given here somewhere. I have not had much time to visit this forum as i have been to busy doing internal beta testing. I beleave though what he has in mind will serve all parties very well. I had said film-like as i do understand what you are saying about film-quality being attributed to expensive plug-ins. Just as an example Carrara's new hair feature is pretty decent in terms of features and quality but you can not export the hair as a mesh or even a texture with alpha transparency which irks me. At least we should have the option to save hair/fur to an external source for rendering. This is a part of the reason why i continue to be interested by this application due to the potential it continues to offer and a developer that truly listens to his user base.
  6. Yeah but some of us want near-film quality hair and fur. To be fair hair and fur should cover all the users needs wether it's game style simple hair/fur genertion or complex film-like hair/fur generation.
  7. I was thinking any of the free textures made in the Viewer for example can be used as alphas using the effects maps feature.
  8. Some free royalty free texures from Genetica that can be used with the free Genetica Viewer. more texture pack are on the way like skin and cloth textures for example. Texture Packs Viewer Sethren
  9. Just go with flash. Quicktime is nice but the file sizes are larger and it just slows down the streaming. Flash can look good as long as you know how to compress it right. There is bad compression and there is good compression. The only way i can see Quicktime is if we had a way of having the option of downloading the files and saving them.
  10. Great ideas for those with only one monitor as this would be very helpful and Modo has something simular and it works well.
  11. Why not just add a box to add numerical input from 0-100 therefore saving space and having fall-off from nothing to very soft. You could have two arrows on each end of the numerical box when you hold you mouse over the right arrow icon it moves the numerical input up to 100 and when you place the mouse over the left arrow icon the opposite occurs. Also a scroll mouse might make use of this perhaps. Using the scroll wheel to move the numerical input up and down and only needing 1 botton and not 2.
  12. Alrighty, some rendered hair. http://www.newtek.com/forums/attachment.ph...mp;d=1203657547 http://www.newtek.com/forums/attachment.ph...mp;d=1203657533
  13. Indeed, i'd never consoder these final.
  14. Here is some information about the new hair system in lightwave 9.5. http://www.newtek.com/forums/showthread.php?t=80311
  15. 3D-form, shape, dream/er, sculpter, artistry, shaper, carve/r, cast/er, molder, impressor, builder, artisan.
  16. Why detract from his current project "3d-brush" for a fluid simulation plugin? It would take a very long time to create a plugin on that scale. Nextlimit is a big company and have been around for awhile. I mean fluid sims are very hard to write code for i would imagine and this is probably the reason why they are so pricey becuase of the complex calculations and code involved to even make fluid move realistically in a decent fashion. That makes no sense. Besides his skills are in mesh modeling and procedural textures, not fluid sims. Why abandon the possibility to have realistic hair and fur tools and quite possibly the easiest to use out of all of others currently available? And where are we getting the idea that Andrew is doing a plugin for Lighwave?
  17. Do 2d effects in a UV editing window with filters. Nice, i like that idea. The window should be sizable, just drag it out like a web browser to cover the entire screen if need be and while making edits in the UV window it updates in the 3d view in real time.
  18. The liquify tool in 3d would be nifty. Something like Layer FX is a nice idea. Twirl, wave, wind, ripple, shear, adding grain types in 3d for small instant grimey and other details. Color Gradient Mapping unless 3d-brush has this already. A color gradient editor for mapping would be nice. Color Tempurature filter?
  19. Imports and exports for vector displacement. Nice! Now does not the imported images need to be 16bit or higher for .psd to make this work. Does .psd support hi res?
  20. Perhaps there could be a feature that is some type of polygon reducer which in effect would take the high-poly modeled hair and converge the 2-pt poly chains into a single solid shaped low-poly hair model with each hair strand being a displaced bump rather then seperate geometry as in the high poly version. Perhaps these two options could work.
  21. I had given Andrew some ideas i had about hair and fur a few days ago and he seemed very enthused about my ideas i had besides his own which are wonderful of course. Honestly i don't mind having to shade the hairs in another app using means of a ansiotropic shader for example so the plain hair mesh itself should not be an issue atleast for me it wouldn't be. Exporting the hair UV and painting it in Photoshop or PaintShopPro would work well also.
  22. If it's fast, has easy interface and lot's of features and one could create any hair/fur type imaginable. I am all for having better Hairs.
×
×
  • Create New...