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Everything posted by farsthary

  1. Hi All Since this forum cover a wide variety of topics and I can't track them all due to my slow internet connection I will try to focus on this thread insetead Here I will post updates and will answer community questions as well if I can. LiveClay is progressing very well, I'm finishing the smoothing part of the algorithm and soon will tackle extraordinary vertices that arises when the detail level between the pen and the base mesh is too different. After that, I think there's no big showstopper to make the first public update, Andrew will review the code and commint some design changes, I can't foretell how long will that take but not too much Beta testers will be wellcome in this part in order to stress the new feature and discover improvements path (I'm not a modeler so I will need a good feedback to improve it further) Further in the roadmap is the mesh simplification feature, dynamic subdivision is not only adding detail but also removing detail. All of that in the Surface mode, but eventually all of those tools will be replicated into the Voxel Room to get a very powerfull Voxel LiveClay that will allow interchangeability between both modes without loosing adaptive detail and improving memmory footprint a lot Voxels are very powerfull but currently in order to sculpt fine detail on relative small zones of an object you need to double the voxel resolution in the whole model, so having LiveClay for voxels will allow to finely refine any portion of the object in a local and adaptive way More surface tools will come, polygons are inexpensive to handle by current graphics pipelines and many users find them very easy to work on, I see the voxels as the heart and the power of 3DCoat and the Polygons as the skin and the face, that way we can serve every modeling paradigm Stay tunned.... I'm very ambitious in terms of development and research so with the Lord's help an with Andrew and the Pilgway tem help I think the sky is the limit ! Cheers Farsthary
  2. when you move a control vertex you can choose between that elastic type and the spline type that is curved
  3. Hi Taros I've added spline based deformation long ago too, I think I have made a video about that but cant find it in my blog, or I just tweeted it? anyway I may re upload it to my blog.
  4. Well, all my latest code was in a separated branch, seems it doesn't got merged into trunk in latest releases so yes, seems what you all have is pretty outdated. Ouch. Andrew provably will merge them soon
  5. Hi They are not in beta tools? at least they should be released as betas. I've suggested Andrew that. they still have some issues but last update was really good.
  6. farsthary

    First Official Contest Winners!

    Congratulations! awesome artwork!
  7. @AbnRanger Thank you! and yes, a Bridge tool will be my next addition to the beta tools. I just need to finish the first iteration of QuadStrips before taking another feature project currently is fine but need to solve lots of tiny details that adds up. I want that Andrew include them for the next stable release. Cheers to all
  8. Yes! is possible to make rings. currently I need to polish the implementation a lot and is a WIP, I started this before finishing QuadPaint and then went back and somehow many times I just want to re do it from scratch lol. Also I listened to you all regarding the retopo feature requests, it will ensure my TODO list remain full for this room in times to come But first need to finish this tool, because feature hoping is terrible and I learned that the hard way Thank you!
  9. Thank you for the explanations and examples! really handy and will include them in my todo list , but I have one question, those are desired features to have in Retopo? because in the sculpt room I have implemented a very powerful bridge tool for example.
  10. Hi Finally I could post again, some internal issues prevented my account to do so, thanks the webmaster is solved Thank you all @Michaelgdrs Could you provide me a better example of such decimation tool? (usability wise) I souldn/t be too difficult to implement. @gbball There's the option to dissable snapping to the surface but I think you meant other option like moving freehand in the 3D space those vertices?
  11. Also the tension factor limits the strength of the deformation.
  12. hi thanks a lot for the feedback. Yes, better control of the curves is something I'm researching now. For that purpose QuadStrips will be better suited with splines also. One workaround currently is to create more pinned points (double click) for more accurate shaping.
  13. Yes, brush size dictates resolution. I'm thinking about resolution enforcing and stroke duplication, those are very good features.
  14. Solved the global smoothing and the multi group collapsing issues
  15. @philnoland3d Currently you do can dissable the smooth option in QuadPaint when you will do hard surfaces retopology and preserving details. is the "smooth" option besides "snap" in the tool menu. Though I will improve it to make it specific to the current generated mesh.
  16. @philnoland3d Yes,I performs a smoothing after merge. I can fix this by making it optional. Many thanks for your feedback and use case. Also I will research the multi layers issue, it is a very weird bug
  17. Well, that particular bug is solved by now, I've adjusted the distance threshold to capture nearest point, in next update will be fixed
  18. Yes, I could replicate the Undo remaining mesh...fixing asap
  19. Also along with feedback and suggestions I would love to see some quality works with the tool. That motivates me a lot. Cheers
  20. the performance is proportional to the number of control points. not the base mesh. a heavy model with a coarse retopology should preform realtime fast.
  21. will check also that remaining patch after ctrl z. thanks for the feedback. that's the main reason of the release!
  22. hi. will make tonight a tutorial post. yes for heavy models use larger spacing, less control points. Or change preview mode for performance or dissable it because there's a limit on realtime responsiveness. Is a very complex algorithm under the hood. the fact of making it realtime for most cases is an achievent on its own :P
  23. Hi Ops, forgot to update the hints: 0-Right click a vertex allows to smooth and move the stroke. 1-Hovering a vertex and DEL , remove the vertices 2-DBL+ Click a vertex, will pin it so you basically created a new edge freely to move. 3-DBL+ Click a segment, between 2 vertices will insert a new point, provided that the radius is smaller than the segment, otherwise will capture the closest vertex an pin it 4-Ctrl + Click a vertex will split the stroke into 2 strokes. 5- Pressing + over a stroke will increase vertices count by 2 6-Pressing - will decrease by 2 7-Overlapping 2 vertices will merge them 8-Overlapping a segment will intersect them. 9-The numerical hint tells the number of vertices between 2 pinned points (inclusive) 10-Moving a vertices very far, after release will insert new divisions, moving them too close will merge them to maintain an average distance. Sometimes the preview snap to surface incorrectly, but the final result will be much better because more smoothing and post process is used at execution time.
  24. @Taros Thanks for the retopo link.!