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farsthary

3DCoat Developer
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Posts posted by farsthary

  1. Thanks for updates farsthary.  I wonder what happened to this feature from your blog post http://farsthary.com/2014/05/06/simplicity-is-the-key/.

    I was really excited to try new simple triangulation algorithm because of this image you posted. But there is no option for division type in LC brushes yet. Topology for simple division seems way cleaner than old method, and from what I understand it is also faster because algorithm is simpler.

    desktop2.jpg

    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.

    • Like 2
  2. 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!

    • Like 5
  3. The color mixing issue is solved in the latest build you all have by now.

     

     

    I know it was in good intentions, but this confirm the saying: "if it ain't broke, don't fix it".

     

    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.

     

     

    is there an estimate for when you guys will go back on working on other parts of the software? like
    painting, UV and UI?

    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.

  4. 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.

  5. 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  :D

  6. 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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