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Everything posted by farsthary
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Farsthary update channel
farsthary replied to farsthary's topic in New Releases, Bugs Reports & Development Discussion
That's one of my goals soon I'm currently beta - ing those tools starting by the pillars, alternated with the more urgent Retopo improvements @Candy Floss I will check that soon Cheers all -
Farsthary update channel
farsthary replied to farsthary's topic in New Releases, Bugs Reports & Development Discussion
Oh yes, I'm working to bring it back, somehow it didn't got merged while I was in Cuba so I will try to rewrite this again. -
Farsthary update channel
farsthary replied to farsthary's topic in New Releases, Bugs Reports & Development Discussion
Hi! Yes I will stay for a while in Retopo, there's a lot of room for improvement there Currently new vertices is not snapped but I will add that possibility soon -
Farsthary update channel
farsthary replied to farsthary's topic in New Releases, Bugs Reports & Development Discussion
Hi guys! Thanks a lot for your comments and shared ideas, yes, those approaches seems very interesting to me, in the past I was focused only on the sculpting tools but now that I have more resources I will start tinkering in other areas as well like retopo Keep it up! -
Farsthary update channel
farsthary replied to farsthary's topic in New Releases, Bugs Reports & Development Discussion
Hi All!!! Yes, I've made it! and of course I'm still part of Pilgway, now better than ever Still I'm warming up, just arrived to Orlando, Florida and need to do a lot of paperwork, legalization, moving to my own place, but I expect to be at full really soon more so because I have now a world of open opportunities after more than a year pretty much offline in Cuba, demotivated and performing ground work. Now I have the motivation to push the accelerator :P Thank you all for your welcome words! I'm still disoriented for all the new things I need to learn as quick as possible to the way of living here and everything helps a lot! -
Farsthary update channel
farsthary replied to farsthary's topic in New Releases, Bugs Reports & Development Discussion
Hi guys! Please, elaborate a bit more how Move Topology works? Cheers And yes, internet here in Cuba sucks -
The color mixing issue is solved in the latest build you all have by now. Problem is..it was actually broken, with old builds, if you deformed a lot the base mesh, for example with move, RS quality still was far from desired, new changes fixed that. Today we fixed a lot of things in RS. The bug related to cut ver LC was a very important bug spotted and I thank for that, but recent changes are not the culprit, they only expose it better, seems it was rooted long ago, so having a way to 100% reproduce it is an important step toward the solution. No, estimate are misleadings and always things take longuer than planned to polish, but rest asured we are working non stop to make things better. Missing things and issues to be improved are the fuel of our work but sometimes is good to look on achieved things and good accomplished tasks to raise our strength and moral. Also considering I have less than 72 hours in Kiev is logical that Andrew was working with me in LC this last week neglecting other areas.
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Hi Ok, tomorow Andrew and I will seat in tandem and will fix remaining issues: Resample and creaseClay provisionally still uses previous splitting algorithm (to not mess too much with existing presets) but we see now is unsafe enough to migrate to new despite breaking some presets because stability is first. Also regarding those Rapid2 wrong topology sometimes did you check is not caused by very little smooth value? see if increasing value fix it, because seems to me is a lacking in smooth.
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Hi Wow thanks for the feedback, OK in order to please everyone adding a detail slider for RS is fairly easy. I think is good that we have cornered major issues in LC, especially nasty holes that could destroy your topology, island bumps solved too, so things like weird poles or few normal wrong can be easily polished by now and we will solve them too! Naturally, more areas of 3DCoat will get love soon, is just that (as community has complain in the past about the frenetic peace of new features and little polishing) is time to make LC really shine now, and don't forget, dynamic tessellation is a major revolution on digital sculpting paradigms (just as voxels several years ago) so most of its development must be done from ground up and I really have the feeling that our community is playing an important role defining it
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Hi Artman In that build, GeneralClay still uses old approaches, that's why holes may still happen. Solved now... Also if I understood correctly other issues you get are: --Bumps revealed after smoothing? (caused by some islands of higly subdivided mesh compared to arounds) --not enough detail level compared with previous subdiv? (new algorithm do actually split triangle faces in sligthly bigger faces, so with high subdivission that is evident, correcting now...) --TubeClay decimating? will check asap
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Ok Artman, will check what goes wrong, dont worry... and thanks for your feedback! regarding holes try smoothing or something...are they real? or just flipped faces? or non updated faces? because now there's only one function in code that could introduce holes in theory if goes wrong..but the splitting itself by design is free from holes.
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Yes, Digman, limitation is still there and we have place boundaries on how many subdivisions you can get, of course I understand your point so even if we don't use it often, is good to have the choice and this is what freedom is about. Bounds will be made softer (to avoid newcomers don't mess things and pros don't have real constraints)