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geo_n

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Everything posted by geo_n

  1. Yes I think that would be good for 3dc. No need for animation, for physics/water simulation, etc. I'm not asking for those irrelevant features. Just asset creation which is where it all starts and a program like modo comes close only needs robust sculpting and is even used in Pixar to create assets.
  2. Not really a waste I think since all models will eventually end up as polys in a production for tv,film,games unless the major appz can animate and edit voxels. I still use polys more than anything for commercial and film work. If ever modo, blender catches up with their sculpting tool then I think not having a poly workflow in 3dc would be a pita. Unfortunately in japan free means useless that's why its free. Just look at how Apple markets everything and people buy it even if its crap as long as it has a price tag expensive at that :P
  3. I'm thinking I would like to have polygon workflow in 3dc since I think that's the only thing missing for me to leave lw modeller completely. I was thinking of modo but its just not mainstream enough here to warrant a purchase. I either create assets in max or lw but prefer lw for its focused polymod workflow in lw modeller and I dont have to deal with heavy resources unlike max. Maybe a 3dcoat 4 feature request after all sculpting, retopo, uv,etc tools have been completed and bug free. Aren't the tools already here to have a polymod room? Since modo and blender are slowly heading for good sculpting workflow I think 3dc can go the other way around.
  4. yep I think its a firefox thing. I'll try with IE. Thanks.
  5. Is there a function to straighten points or edges in UV and retopo for x,y,z axis? Sorry haven't seen buttons in UV/retopo to align them to axis. Maybe hidden?
  6. Thanks for uploading them. One thing though is that I think they're not seamless. I can't check the others when I click a pop out comes out but there's no right click option to save the image with this new style in the forum.
  7. doing some tests for putting in content. so far its smooth sailing with 3dmax as it can read .max directly. trying to import lwo data is as usual troublesome. the fbx export is iffy. anyone know a lw>unity3d workflow?
  8. sounds interesting. can it do booleans and have a clean curve? And when you convert to poly is it clean? Looks very cheap like moi.
  9. nice work. why not post this in the 3dc thread at newtek so they can see what can be done compared to other appz.
  10. I have an article from cgworld japan that compares 3dprinters. One of them was a cheap DIY made of acrylic and it can even print out chocolate. I was thinking of buying it since it was around 1500US only. This reprap wasn't listed but it is interesting and cheaper. Also people are using shapeways to print out but I don't know if they ship to japan and how much that added cost it would have.
  11. I feel the same way. I work in tv and film and pachinco games(close to videogames) and there's dozens of iteration that could happen and so far it can't be done in voxels easily. But I'm patient for Andrew to focus on multires sculpting. If its not possible in voxels just do it poly though. I posted in this thread why we need to have poly sculpting better http://www.3d-coat.com/forum/index.php?showtopic=3793
  12. Yeah Im not getting used to it either. This should have been kept under development until the new skins were useable already.
  13. I thought the forum crashed and this is a temp. It burns my eyes with all the white. Bring the old color scheme back. Its consistent with program.
  14. Quadrangulate is messy. Its for one shot projects like personal projects or hobby projects that don't need revisions. Export obj>import obj>voxel- everything you worked on is reset to voxel. its a dead end workflow and no going back, not good. a model goes through 10-30 iterations before its approved so a two way workflow is better. it doesn't need to be done in voxel. A good multi-res sculpting room would do.
  15. kay_Eva - Agree Andrew is amazing. But I hope there's a hint if its possible or not to have multiresolution in voxel if not invest the time on a two way workflow. Sculpting polys is proven. Tony Nemo - import 3d data in voxel is useless for revisions. Voxels convert everything to voxels and lose data. I think what you said voxels>retopo>paint>native app(max,maya,etc)>import obj to voxels for edit(simple)>retopo>paint>native app(max,maya,etc) - not good workflow good workflow. voxels>retopo>multi res sculpt/paint>native app(max,maya,etc)>multires sculpt/paint for edit>native app(max,maya,etc)
  16. Not sure if what you want is local relax, hold shift in brush mode relaxes area.
  17. I think that should be a feature request. Zbrush has been doing well with polygon sculpting with multi resolution. I think voxels are great and offer freedom for sculpting people. But after going from voxels to poly there's no easy way to go back. In a production there will always be changes and edits. Voxels isn't the way to go. A sculpting room with multiresolution would be better and already beend done. Should Andrew focus on voxel multi resolution or poly multi resolution? Is it even technically possible to have voxel mutli resolution. The resulutionless voxel theory sounds like BS. In theory and on words its easy to say but is it possible to go up and down voxel? Like coldfusion maybe. Anyway I'm no programmer and only Andrew can say if its technically possible.
  18. Ok I'm interested. But I can't read russian The other post I can understand. What's the workflow from 3dc->unity.
  19. http://www.cgchannel.com/news/viewfeature.jsp?newsid=9024 show them what voxels can do.
  20. great work. But Im confused who is who with the same avatar and making same posts. :P
  21. how about making those polys have thickness like a shell modifier or extruding them. So they would import into 3dc like clothes with thickness.
  22. http://www.3d-test.com/interviews/SculptMaster3d_1.htm
  23. Japanese would buy Apple products even if it was a DS rebadged as Apple DS. Their brand name is so strong in Japan. The number one editing programs are aftereffects and finalcut because most studios have a mac. I dont know why we still keep buying this slow macs for the price we pay we could have gotten a pc 2 times stronger. Lol! The powers that be(my employers) believe in the brand so much. Same for autodesk. Anything Autodesk is quality hence we switch to 3dmax from lightwave. Can't help it though since autodesk can show so many good works from big 3 software. So packaging and branding counts so much especially to those that have the money. If you don't have money you go for cheaper software(lw,modo,blender), cheaper hardware(linux pc,etc), etc.
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