Jump to content
3DCoat Forums

Simon

Member
  • Posts

    19
  • Joined

  • Last visited

Posts posted by Simon

  1. Hi Pavel. Since this thread is for 3DC - C4D, I thought I'd post my tests here to have it all together. I tried both sub-polygon displacement and normal map. SPD is looking good, but it's taking too long to render, on the other hand normal maps are very fast, but I have a few problems there.

    I tried sculpting Meg's head, to create a normal map that can be used on the low-poly which will in turn be subdivided by hypernurbs on the render.

    Problem is, the normal map is creating hard edges on the rest of the body. I didn't check "paint empty areas" on the normal map export. I guess I could erase the rest of the body off the map on photoshop, but isn't there another way, to keep the body that I didn't sculpt on the first place, smooth? If I blur the map I lose the details on the face.

    I tried both low-poly and high poly maps, and both tanget/world coordinates.

    I also tried exporting the low-poly model from 3DC, but when using hypernurbs & normal map I get the same hard edges.

    Screenshots:

    picture1xr2.th.png picture2ys1.th.png

  2. Thanks for the links Andrew, I'll check them out.

    Meanwhile, I tried with another model, with proper UVs (at the very least they're not on top of each other), from Cinema 4D library. I still got those black marks with the transparent edges, here's a screenshot. By the way there was no material file along with the uv, it was just the obj. Dunno if that's supposed to happen or if that's a beta problem:

    meg1oo9.th.jpg meg2ki1.th.jpg

  3. “Leopard” users, please inspect text tool. After problem with file open dialogs it seems like there are essential differences between “Tiger” and “Leopard” (we have developed 3D-Coat on “Tiger”). Does text tool work correct?

    Not 100% sure how the text tool works, but I think it's working fine.

    Also open/import seems to be working ok now. I got some weird black spots with transparent edges on my model when I imported, I'll try it with another model too. They were almost gone though, when I remade the UVs in 3D Coat. Are the UVs to blame? The UVs were very bad btw, I haven't finished the model so I haven't layed the UVs yet.

  4. Another issue:

    if I use a mask, when I move the camera too close to the model using alt + right mouse button, the mask resizes accordingly, but at some point the camera actually goes through the mask, and the mask starts resizing in an odd fashion losing the previous mask/model ratio. That happens without touching the mask's magnifying glass.

    As a result it becomes too small until it can't be seen in the editor any more, and I have to reset the size of the mask, and try to figure out what was the exact previous size.

  5. Tried it a bit yesterday, it's looking good so far. I'll do more tests today.

    Edit:

    It seems it can't import. I tried to import obj models but the mouse just has the newton's color disc without ever achieving to load the file. I tried it with the sample files, cube, sphere & dino, as well as some low poly models of my own.

    System: Macbook pro, Santa Rosa intel core2duo 2.4GHz, 4GB RAM, 8600GT gpu, OSX 10.5.4

  6. Hello,

    it works fine here (Macbook Pro Santa Rosa 2.4, 8600gt, 10.5.4)!

    The first thing I noticed that felt weird is as stated above, that it didn't install to the Applications folder but to the root of the drive.

    The second thing were the shortcuts, as stated above again..! It feels odd that I can't undo using command+Z. I'd suggest keeping whatever ctrl shortcuts if they don't take space of others, but also duplicate them to work with command as well.

    Also it feels odd that I can't control the camera with the ALT/option button, but with the command button instead. The text at the bottom still shows Alt (which I'd prefer since it's more universal).

    Other than that I just played a little bit, it's looking great so far. :brush:

  7. And with houdini on it's way the only major package besides max left that doesn't have mac support YET is XSI and I think we'll see it coming next.

    As far as max goes, I pretty much agree with boxy's views, that that's a personal opinion.

  8. I don't want to push you to something, but deeper collaboration with some bigger team could help you in many aspects and nobody want to "eat" you...

    I agree with Pavel. I'll just give some advice from experience considering the mac...

    As for mac and money goes, I've been using PCs for about 15 years before switching to mac (and I'm content ever since), and I can say from experience that with the macs you get what you pay for. It's more than just the tech specs that we're used using for PC criteria.

    I agree that the 1:1 ratio of Dollar and Euros(=$1.55) is more than just a shame, which is way more expensive than 1:1 in some countries. But that's not just for apple, since many US companies charge that way, such as Sony.

    Even though the mac pro is a very appealing choice for muscle/high end cgi, comparing to it's PC counterparts in both price & performance, the home computers are more adapted for home than having a cheap price for pure muscle power.

    So my suggestion would be to just get the cheap choice as well, mac mini. Since you already have a computer, you could also use the mac mini as a media center with a vga input tv. Also, being portable makes getting it from the USA more appealing and cheap.

    Another suggestion is to recruit beta testers.

    Finally, apple's policy when it makes an upgrade is usually to kill the previous version and sell the newest improved version for the same price, and that goes in effect immediately.

    So I'd suggest to wait until the new computers arrive before making a buy, as it'll probably be the best value for your money. I guess they should be upgrading the iMacs (and mac minis maybe) to quad core soon, as long as they figured out how to cool them down..! And maybe (just maybe) replace dvd with blue ray...

×
×
  • Create New...