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SonK

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  1. The procedure is cumbersome that is why I dislike it, I prefer a mesh centric workflow instead of room centric. Also computer resources are only increasing(more RAM, CPU core, Faster GPU) we'll be able to create more complex/interesting 3D apps. In this proposal you can still use 3DCoat like you're currently used to, the steps are abit different: 1. You create/add a Sphere(or any polygonal primitive) to the Scene. 2. Add a Voxel modifier(this is literally the Vox Tree in the current version of 3DCoat), automatically convert the Sphere to Voxel . All new layer, delete, etc. 3. Use all the sculpting(voxel/surface)tools within the Voxel modifier. This is the destructive approach. Have you tried using Adobe Substance 3D modeler Beta? It very basic but does things very well, we have similar tools in 3DCoat but the workflow is not as great or thought out as Adobe Substance 3D modeler Beta.
  2. I have substance painter, it seems you can have floating windows outside the main window, You can do this in Affinity Design too. Can you explain why you want this feature? Or you want just want floating windows for all the tabs? I don't see why this won't be possible in this proposal or any proposal. edit: I think it would be useful for floating tabs/window if you have 2 monitors? Andrew is pretty busy man, I could try to contact him regarding this proposal, however I wanted to create something that's new, which might require a complete rewrite of 3DCoat, so what the current engine allows is of no concern to me. I am also okay with him just using the proposal GUI to make the current version of 3DCoat look better. Edit: I worked on Voxel modifier, will work on Sculpt Layer next. I would like to add "Sculptri Pro" feature too. 3DCoat_2023_013.afdesign
  3. You are right, my mind is full of spaghetti chaos right now! . Just thinking out loud. In 3DCoat, the sculpting tools weather it's in surface mode or voxel mode, is very destructive. For normal sculpting brushes like draw, inflate, etc that's perfectly fine, but for things like booleans, deformers it would be nice if we can have them available as separate modifier, so you can reorder them and combine them in different ways. This is why I have the Vox mesh as a modifier, so you can use it in the modifier stack along with other deforms. This is also why Multiresolution will be a modifier also. How they will interact together is still in the air at the moment, I am working thru that. Being able to work like the current destructive sculpting/modeling is of course a choice, you should be allow to work that way if you want. Same with traditional modeling, it can be destructive or use a modifier stack.
  4. That is a good question for Andrew, maybe if Andrew is watching he can confirm this? I assume it's possible because it's possible in many 3d applications like Blender, the design/coding has to account for it of course. Collections like Blender? It's already in the UI design with the Folder icon. Groups like Modo might require a new tab, "Groups Tab". I worked on the Layers and Outliner some more today. Layers tab has smaller fonts and skinner, I want to see if it looks better than the other font size/style. Since the outliner is pretty much done, I should focus on finishing up the Sculpt workspace with my ideal suggested layouts, then move onto the Paint workspace. edit: I just watched the "one mesh type" video, It's not possible to have 1 mesh type since voxel are it's own data, but the goal is to let you work with polygons, subdivision surface and voxel within the UI proposal - I am still working thru that aspect right now, with the outliner and property page. Maybe it's not possible to conform all 3 types to just 2 tabs(outliner and property), maybe voxel do require a voxel outliner of its own. edit2: My current setup has the voxel mode as a modifier, the property page will display a voxel tree with all the buttons to increase, decrease voxel, the ability to switch to surface/voxel mode, etc. Though this can lead to other unwanted workflow issue..... hmmm. If you have suggestions, I am all ears.
  5. I haven't used Photoshop since the dawn of time. So can you expand on how it does things right or wrong? Is there a youtube video you recommend on this subject? No freelance work today, So I just got started on the Outliner. But I want to change some important aspect. Workspace are a thing they mainly control the hotkeys for specific "workspace" So if you have it set to Sculpt workspace, pressing Tab can do something totally different from a Modeling workspace - this allows for custom hotkeys per workspace. Also changing Workspace changes the Shelfs. The Shelf is totally customizable, you can add any many tabs as you want, add or remove any tools within each tab, buttons , etc (more on that later), this should address @Carlosan desire to have specific things(global vs. local) in the Brush setting on the top shelf. Carlosan, I like the proposal you linked, I'll take it into considering in the near future The Shelf is the perfect place for custom script and plugins. The Outliner is just a first pass, you can see it mimics Blender outliner but it's different in some ways. Clicking on a Object, will show all its data,shader , modifier, paint layer on the Property tab. The Property tab default is to show only Selected property, but can be switched to show all scene property. I have Subdivision surface, Multiresolution, and Voxel as modifier in the mockup you can stack them(not shown yet), rearrange them, etc. Curves will be a object type, no need for a separate Curve Tree(which is in the current version). Pie Menus will be a thing in this proposal I just haven't gotten to designing them, likewise with RMB context menus, "hotbox" not literally, etc. There should be a built in Pie Menu editor, one that allows you to create custom menus, how they interact, how many spokes, etc then save it as a preset(assign that preset to a hotkey). On a side note, I want to learn abit more about Qt Design Studio, since it does allow for design to create fully interactive UI/UX. I have it installed,I'll will dig deeper into it once I get this UI done. For C++ programmers, using Unreal Slate would be a great choice for UI coding, sadly I am not a programmer. Unreal Editor 5 was made with Slate. Edit: Workspaces can also have different navigations style, if desired. So you should be able to mimic your favorite software. For example if I am mostly doing polygonal/SubD modeling I prefer to use Maya style navigation, for sculpting I prefer Zbrush style navigation(especially with a tablet). 3DCoat_2023_011.afdesign
  6. Definitely a tough concept for me to understand, can you do a mockup in a vector/raster program so I can somewhat understand the intend? I am a very visual person, so it would help alot! I heard Godot(the game engine), can be used to design functional UI, I might look into using it later on.
  7. Might be tough since I am designing this for 4K monitor resolution. I will work on a 1920 X 1080 version later on.
  8. @Carlosan I really like Krita brush engine, I might include it for the 2D painting aspect of 3DCoat proposal. Small update on the UI. See attach screenshot: - The black arrows correspond to their respective position on the topshelf buttons(toggle button). - You can collapse any shelf item by clicking on it. You uncollapse click on the shelf icon again. - You can delete any topshelf item by hovering your mouse over it and pressing delete. - You add more item to the topshelf using the Add(plus icon). - You can see the collapse icons for Primitive(A) and Light(B) at A2 and B2 respectively. - Extra parameters for the Brush Settings can off screen, you can tell if you have extra hidden parameter if you see the blue gradient(blue arrow). You can scroll the mouse wheel to scroll left to right to see the extra parameter. You can also use the slider icon to scroll(pink arrow). Also you can click&hold on any empty space(green circle) to scroll left or right by using the mouse. - You can arrange the topshelf by click & drag horizontally. I think Andrew mention they could have a lot of parameters for brushes, this was the best way I could solve the problem. Everything in 3DCoat seems disjointed , I'm trying to unify the UI/UX. BTW feel free to use the Affinity Design file for your own 3DCoat UI/UX design. Icons are still WIP, I'll polish them in the future. Ideally if you are sculpting, you can probably collapse the Transform and Selection items and use hotkeys for them instead, this will give more space for Brush and Brush Settings(no need to scroll to see extra parameters). edit: I've attached the current Affinity Design file. edit2: Uploaded newer version of the Affinity Design file. 3DCoat_2023_09.afdesign
  9. Long time no post . Since I am no 3DCoat expert(recently bought a new license), I love some constructive feedback on new 3DCoat UI design proposal, even though I like using 3DCoat a lot, I think the UI/UX needs a refresh(a fresh start). I am trying to merge all the rooms into a single UI where you can access all the data from a single Outliner(not sure if this is possible from a UI perspective or a programmer perspective(looks at Andrew)). Currently I am working on the sculpt layout, you can access all the different tools from the Tool tab, with the switches on the bottom row. What sculpt brush parameters are the most important, what parameters are a must have? Currently, there's not a lot of room to add additional parameters on the shelf, I am trying to solve that now(maybe with a switch or a subtab ) edit: I am using Affinity Designer for the UI design, attach is the zip file containing the Affinity Designer file. edit2: Switched the font type to Roboto. You can download it here: https://www.dafont.com/roboto.font?text=File 3DCoat_2023_07.zip
  10. SOLD! I'll probably buy a license of ZBrush if/when I get a freelance gig that involves sculpting people.
  11. I hope for mods don't mind me bumping as extremely old thread, I really haven't used my license of 3DCoat since then and probably won't anytime soon. I'd really like to buy a copy of Zbrush again. So asking price for my 3DCoat license is 249 USD, payment method is either a check or paypal. If you are interested send me an email: naka_256 at hotmail dot com.
  12. I do not understand what subcells are, can anyone explain it in layman terms? :P How will it change the way I interact with voxels?
  13. OK, I save hotkeys, and navigations,etc. But where is the 3D-Coat preference directory?
  14. auto-retopology, masking area of high density isn't working in 3.5.20?
  15. nvidia 28nm cards won't be out until at least October 2011 that's a long wait :| Gainward is about to release a GTX 580 with 3GB of ram, should be great for DCC apps.
  16. I'd like to be able pick which area of my voxel to use autoretopology maybe with a brush? Paint areas where you want to apply autoretopology.
  17. what do you put for company name if you don't work for any company? such as myself. :P
  18. QFA, i bought a copy of Zbrush, but i like the painting tools and posing tools in MB better, so i may drop some money on MB later in the year.
  19. asymmetrical sculpting ala Mudbox allows you to sculpt on a non-symmetrical model yet still be able to sculpt both side, as long as the topology is the same(think - a posed figured, you can sculpt the left/right hand at the same time). I imagine implementing something like this in Sculptris? something like this:
  20. Yup that's why i love Sculptris! I would love to be able to sculpt asymmetrically(like in Mudbox) in future versions that is abit of a workflow killer though in Sculptris it is just a slider(simple/fast/elegant)
  21. Mudbox will support ptex baking also, saw the Pixar siggraph demo!
  22. When does the beta start? My 3DCoat license is still for sale until otherwise stated - i will miss the retopology tools in 3DCoat though.
  23. Item still up for sale, when it's not i'll post and update. I know for a fact that it can't bake to a different UV - i ask the developer that very question. Mari has its roots in the film industry, baking to a different UV is more of a game industry requirement.I'm sure they'll add this feature once more game studio adopt Mari.
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