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Roger_K

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Everything posted by Roger_K

  1. its a real shame. silo had so much potential, it kind of grew out of control and they gave up aside from stability its makes blender, maya, max, and voidworld look slow and cumbersome. They could really learn from silo... (edit: voidworld does)
  2. this was a mistake on their part. they're not giving this away for free. The versions folks are downloading were created because the authentication servers for CS2 are being taken down, rather than cutting off CS2 users from being able to run their software they made versions that didnt require internet activation. some fool then put them in an unsecure location
  3. I think alot of the negativity was because autodesk's version was utterly shite. It made the max viewport randomly freak out, and broke network rendering with backburner(that blew my mind, render nodes with the viewcube dll would simply crash until you removed it.) Maya's original solution was really nice.
  4. Technically it looked great. story was pretty woeful though, also some of the later comps really let it down. I wouldn't be surprised if the end got rushed (seems to be the way with these things) That said it seems to have done its job of improving blender. Cycles is swiftly becoming a very very nice rendering engine, and the tiled compositor/tracking/masking tools look really great. I think these open films have been a fantastic driving force behind making blender better. before them it was being developed in a vacume. abn_ranger: why on earth would you want to use normal mapping in an offline renderer that can easily handle high polygon counts? what's your usage case? and why cant you use displacement mapping/regular bump? I know it would be nice but it sounds like your trying to use cycles for it job its not designed for. You can get comparable results on high frequency detail with either normal maps or straight bump maps. The real strength of normal maps is baking/countering low poly shading.. which isnt an issue offline.
  5. coloured spec is standard these days in game art(not to mention rendering in general). its a very frustrating limitation not to be able to paint them. spec painting in general is very awkward in 3dc
  6. Similar but also very different. What Im asking for is being able to simply offload a texture into system ram, or onto the HDD. Mari Streams. while it would be cool I dont want to give Andrew the wrong impression.
  7. I would imagine that using the same system as mari would be a total re write of the paint room. doesnt sound likely.
  8. At the moment I think that the paint room needs some serious attention in order for it to reach its potential. We have some fantastic tools but are really being held back by texture management and workflow issues. One of the biggest things that we need to be able to do is to paint across multiple separate textures tiles. Its very common in both games and TV to use multiple texture sheets on a model. You see this all the time on game characters, The head is usually textured on a separate tile to the body. If you want to work this way in 3DC your only option is to paint the head and body totally separately and then constantly load the textures into another app to view them beside each other. This is insanely slow and makes it very difficult to consistently texture a model Another case where splitting into tiles is desirable is when a very high amount of detail is required in a models texture, I've just recently finished texturing a prop that needed to hold up to close camera shots at 1080p, In the end I needed to use 8 4K maps to get the required detail. something that i couldn't comfortably achieve in 3DC. Obviously VRAM is limited and loading that many textures would make painting very slow. To get around this 3DC would need to allow the user to offload textures to drive (much like we do with Voxels) Just like Voxels a locked, down-sampled version should still be visible in the view to use as reference. The layers system is another area where 3DC is being held back. there are some key features that need to be tweaked. [i'll elaborate on this more tomorrow, its getting late, Ill attach a mockup layer system and explain it more tomorrow night]
  9. This would be nice indeed. Also it would be great if the Auto retopo was available in the retopo room. Say if you could select an area of your high poly and engage to tool only on that area. Being able to retopo defined areas would be much more usefull than all or nothing and It removes the need to segment your sculpt
  10. there are many little things, next time I'm using 3DC ill write a list, stick it online here and see what are bugs and what im just doing wrong. Hopefully ill be doing some modelling soon. Im working on a new disney show at the moment and its primarily 2D.
  11. :/ personally I'm close to giving up on 3DC and moving to a more polished/focused app like Zbrush or Mudbox. It just doesn't seem to be going in the direction I thought it would when I bought it(not that I'm blaming anyone, its just not going my way). There are 3 ways to paint meshes none of which are up to date with the competition in terms of polish and speed. Don't get me wrong some of the features are fantastic, allot of them leave me ripping my hair out though.
  12. I've been asking for this for 2 years now. good luck.
  13. Point clouds and Voxels are different things. So far as I understand it Point clouds are a very dense 'clouds' of arbitrarily positioned coloured points. Voxels are Grids of on/off cells which represent volume.
  14. Chromatic Abberation. the colour fringing
  15. Its not untrue though is it. I guess you need to decide what its worth to you and whether you want to support this.
  16. well atleast no one trashed the forum :P
  17. yeah i'd dial down the bloom and chrome ab. otherwise this is taking shape.
  18. Look cool. have you considered sculpting that tunnel in voxels? kinds a big rocky cavern or something? for a normal render i would avoid using baked AO in the diffuse, it occludes the direct lighting which is obviously incorrect. if your baking in passes you could use it to mask out the ambient light, but it definately shouldnt be effecting the direct light. whats your renderer?
  19. Models are a bit hurried as I had to finish them for a friend on a very tight deadline. 3DC's voxels really showed their worth. Renderer is Mentalray with some small amount of post in photoshop.
  20. thank you I totally agree, Its an interesting point I hadn't considered. your suggesting correcting all the colour inputs right?
  21. I did his course on it actually. I dont understand what your suggesting.
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