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ldzywsj

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Everything posted by ldzywsj

  1. Yes,perhaps reuse topology,predifine edges,incremental subdivision are the finally resolution for retopo.
  2. Hi Sailor you are right,but perhaps I am restricted in vision and shallow in understanding,in game or animation,we don't need to rigg or texture,is it come to be actual application? I once though it is only in lab.
  3. We have advised to Andrew add a curve deformer,but he is so busy,maybe he would add it in 3dc V4. What I am thinking day and night is how we can get a more smart retopo tools and flow,because I think it is really a hard work to retopo even a common human body!
  4. Wow,really impressed!Hope Andrew will get some idea from them to improve the performance of VS on large scenes! Here are so many paper on CG: http://artis.imag.fr/Publications/index.php?pg=1
  5. WOW,Andrew,DP is so unbelievable ! Now,it can handle so hight detail! You really do a great job!
  6. But I am thinking how to do a nice and quickly retopo in 3dc !
  7. When enter the VS mode, you can use CTRL+Z to cancel the initial sphere. But I like it,I can start almost anything from it !
  8. Disagree,I used to increase resolution once before sculpting!
  9. Is it to test the benefit from CUDA?
  10. If Shadow will get some ideas form Arkanis,that would be wounderful!
  11. Yes,realtime and visible normal maps is important,but the main problem is speed and qaulity,hope Andrew will make progress in dealing with them in DP!
  12. Wow,great!The remark gave me some relief! Andrew,you are really a superman!
  13. NO visible displacement in the scene?then Andrew,please don't get rid of current technology,realtime and visible displacement is what I consider the biggest difference and advantage from other texture apps.what a pity!
  14. perhaps next weekend we can try the exciting new technology of painting over low poly! I hope it: 1) can make displacement and normal map on the fly. 2) can direct project texture to model in texture editor(uv window) 3) can well handle the texture seam.
  15. Cool stuff,Haikalle,and really thank you for the tutorial!
  16. Cool,everything?Can you make a smiple tutorial,if it is not too bother,please?
  17. Great idea! Not to steal you idea,that is why i want to say! If Andrew will add "predefined edge" and " drivable area quadranglulation",the retopo work flow will be deadly improved! Maybe stupid,My idea is use the curve tool subdivide whole modle to some areas,then " area quadranglute" it (maybe the algorithm is more easy and the topology more fit for animation?), The weakness of VS is it hard to retopo,so it is important to make a more easy retopo work flow,If my idea come be true :lol: , or ?
  18. I am also longing for it! Painting fine detail over low poly is my dream !
  19. 3DC v3.0 will release in the first quarter of 2009, is it to say, there are only two weeks 3dc v3.0 will release? Edit:my stupid,six weeks! :P
  20. Andrew,now 3dc has at least three styles of Manipulators,why don't unify them? I like the style in primitives tool.
  21. Great! Sweet! I know there must be something "big" comes this week!
  22. Andrew,you have motioned there are three main selling point of 3dc: 1) Good retopo toolset 2) 3D-Sketching with voxel sculpting - sculpting without topological constraints. 3) Painting tool with layers, many powerful tools - peoples can confirm it for sure. About "1) Good retopo toolset": Are you plan to do a combination of manual retopo work and drivable quadrangulation in retopo mode? About "2) 3D-Sketching with voxel sculpting - sculpting without topological constraints." In vs mode,you have developed a 3d-sketching base-mesh creating method by drawing with 'E' panel, but it can't make squabby cartoon character, 3d artists are used to create cartoon characters by side view or profile. And are you plan to developed a 3d curve based VS deformer/sculpting tool?that would be another powerful VS tool, About 3d curve based deformer/sculpting tool,you may understand me on watching this video: About "3) Painting tool with layers, many powerful tools - peoples can confirm it for sure." we really look forward to sharpness drawing over low poly!
  23. I have advised to Andrew that do a combination of manual work and automatic quadrangulation in retopo mode,Andrew is now working on driving quadrangulation, I really want to see what he have made.
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