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geo_n

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Everything posted by geo_n

  1. I thought the workflow was to edit the proxy model with big brushes that will translate to the original voxel as well. But yeah reverting to original voxel makes all edits to proxy object vanish. wierd.
  2. When working with 3dcoat voxel units in meters, does anyone experience that objects exported from 3dc become very big in 3d appz like 3dmax or lightwava? I exported a simple cube in meters and it was 100 times bigger in 3dmax and lightwave.
  3. I have been using a script to alter the behavior of lw for the past 2 years which makes it almost maya navi. I also found a similar script for 3dmax without needing to buy the mayaswitcher. Its not perfect but if someone understands code they can solve the slight difference. Here's the link to the code to have maya style navi in 3dmax and lightwave http://www.autohotkey.com/forum/viewtopic.php?t=58810 Now I have a related post with 3dc navi regarding ctrl+alt+mmb to zoom in. http://www.3d-coat.com/forum/index.php?showtopic=5811&pid=43711&st=0entry43711
  4. Do you mean 2nd gfx pcie slot? According to the octane forum you don't need to plug the other cards into a gfx slot. Any pcie 8x will do and octane will detect it. OT. one of the cool thing in octane forum is they have a licensed customer badge. The programmer over there is serious about piracy.
  5. For 60US I didnt hesitate. Its the price of a cheap rubber shoes. Its the only affordable gpu unbiased renderer around.
  6. Is the program locked to a machine? Thanks.
  7. I guess thats the nature of 3d software taht is constantly developed. Lw has so many redundant commands. 3dmax has the ribbon and the right side panels. All redundant and needs some cleaning up.
  8. wow and combine with this http://wiki.blender.org/index.php/User:Rohith291991/Gsoc2010/Proposal
  9. The sculptroom is very neglected indeed. Some mesh sculpting workflow would be great! Since this will be sculpting on the mesh itself which means no more doing retopo over and over like from voxels. Yes I think its one of those top priorities. Andrew afaik works alone and only has one other programmer doing the linux builds. So he is superman! Lol
  10. Not getting this bug in my rig using 3dc 3.2.11
  11. Feature request for this Also once you merge uv sets will the textures that were in separate uv sets need to be rebaked or is it possible that the textures are automatically updated? In lightwave and 3dmax in needs to be rebaked but maybe 3dc can do it better.
  12. That is totally wierd. How did those points get there? I think a feature request is in order. A statistics panel for selection similar to lightwave for points, poly, ngons, etc in retopo room. Or does it exist and I'm not aware of it Also if you're having some difficulty or something is acting wierd, try it on a fresh model or do what you did and clear out the scene. Probably there's omething with the file you are working with that's causing it to bug out. This happens in any software anyway,(lw,3dmax,etc) so either merge to a new scene, xref, import, etc.
  13. Its probably the same in lightwave when you press spacebar to toggle point,edge,poly or so I hope that's what it does.
  14. No issue with my system at all. vista64 qc6600 8800gts 6gig ram maybe send the model to andrew.
  15. Not sure if its been requested. Ultimate spline workflow I ever saw http://blogs.creativecow.net/blog/1136/surface-sketching-another-gem-from-blender another request. Some sort of skinwrap in retopo using primitives incase draw splines bugs out with arms,legs, etc.
  16. I agree voxel room needs work but not unless it really is possible for voxels to perform the same as zbrush sculpting. If it was possible only... But for me voxels are for concept work,previz, one shot sculpts. Workflow is just not flexible enough. I rather do the poly -->sculpting details workflow like zbrush but without the zbrush gui. Lol. Even if voxels had multires, I don't think I want to retopo again and again. Make low-mid poly model then detail in sculpt and paint room. No need for uber power with voxels. Just look how this guy works with 3dmax and zbrush. Its like magic http://forums.cgsociety.org/showthread.php?f=305&t=844503&page=1&pp=15 Now if 3dc had polyroom then that workflow would not need to leave 3dc. Oh and faster performance with paint and sculpt in 3dc of course is needed.
  17. Unless either 3dc or zbrush integrates its own polymodelling tool. Then I wouldn't have to do import/export from other appz into 3dc for asset creation. Zbrush now supports animation, I hope 3dc goes the other way and concentrates on asset creation so both can compliment each other.
  18. Don't let bias get cloud your opinion. If it was 3dc that got that zbrush feature as well as painting on animated mesh like mari, would you reject that feature? One thing that stops me from buying zbrush is the interface. I'm sure I'm not the only one that dislikes it. Mari will probably not be versatile enough for the price it offers for personal work like 3dc. There will always be different markets for different software.
  19. modo has sculpting and has animation. Its not really an unwelcome feature since zbrush already has the most optimized sculpting engine currently. It would be useful for many zbrush users who do concepts studies and dont need the added workflow or cost of a full animation package.
  20. That is pretty cool! Concept artist and modellers will have more ways to present their ideas. I wonder if that animation is using all the sculpt details possible in the viewport.
  21. http://www.voxelogic.com/index.php Multiple LOD support?
  22. Its not as basic as people think. Multithreading is not supported by all appz as people say. There are functions in every app where multithread functions aren't supported yet. Lets not oversimplify things. I do agree we don't need anymore major new features. I'm worried that 3dc will not reach its potential in either painting or sculpting. Zbrush is still king and Mari is coming up which is to me super impressive. I know Andrew must get bored to do one thing over and over that's why he works on different stuff for 3dc, but 2 major things need to be addressed, performance and multi-level sculpting.
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