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farsthary

3DCoat Developer
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Everything posted by farsthary

  1. when you move a control vertex you can choose between that elastic type and the spline type that is curved
  2. 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.
  3. 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a separated branch, seems it doesn't got merged into trunk in latest releases so yes, seems what you all have is pretty outdated.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
  4. 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.
  5. Congratulations! awesome artwork!
  6. @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
  7. 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!
  8. 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.
  9. 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?
  10. Also the tension factor limits the strength of the deformation.
  11. 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.
  12. Yes, brush size dictates resolution. I'm thinking about resolution enforcing and stroke duplication, those are very good features.
  13. Solved the global smoothing and the multi group collapsing issues
  14. @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.
  15. @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
  16. Well, that particular bug is solved by now, I've adjusted the distance threshold to capture nearest point, in next update will be fixed
  17. Also along with feedback and suggestions I would love to see some quality works with the tool. That motivates me a lot. Cheers
  18. 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.
  19. will check also that remaining patch after ctrl z. thanks for the feedback. that's the main reason of the release!
  20. 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
  21. 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.
  22. @Taros Yes, I will get fired as a retopology artist in a studio And don't worry, QuadStrokes should be straightforward after finishing this tool.
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