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SilverCity

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Posts posted by SilverCity

  1. Sorry if I touched a nerve and I stand corrected if my impressions of the other programs were wrong. I don't use MB, so I only know of it from what I have read in the past. I'm mainly coming from the viewpoint of 3D sculpting and, for me, 3DC is great for what I do.

     

    My general point was that as a single developer, there is only so much Andrew can do. 3DC has a lot of advanced features, but for me, all those tools and functions need to work and be stable. The Voxel room has improved greatly since I first started using 3DC, so I'm optimistic that the other areas can see those same improvements.

  2. I think we all agree that the most critical bugs need to be fixed first, before adding in new features. That mesh explosion/corruption bug in the Voxel room is one that stands out for me. I can't speak to what needs work in the other rooms since I mainly sculpt in 3DC. Given the choice, I would rather have a few tools that are really stable and work smoothly, than a lot of cool features that are buggy and unreliable.

     

    At it's current price point, 3DC must focus on doing a few things really well. It can't compete, feature for feature with Mari, ZB or MB. I think Andrew needs to decide if he wants to expand 3DC's capabilities. If he does, then he needs to take on more help, raise the price and hope his current user base supports him. I think it's too much for one person to continue to develop an ever expanding program without help. I see 3DC as a sculpting and painting tool for freelance artists and advanced hobbyists (hence the low price). If you need more than the basic tool set of 3DC, then upgrade to ZB, MB or Mari.

  3. Then first order feature for paint room is Layers groups as in PS.

    I think that, in general, because 3DC is a 2D/3D paint program, PS is a good model to follow as far as function and UI is concerned. PS is a standard (whether we like it or not) and almost everyone knows how to use it. It is time and user tested. No need to reinvent the wheel. If 3DC can have the same consistency and familiarity as PS, this can be a big selling point for 3DC. ZB and Blender have unique UI's and workflows, and I know that some are uncomfortable using these apps. 3DC can really shine in this one area. I know this isn't easy, but I think this is a good direction to follow.

  4. Ok,Here is another interesting thing.

     

    Here I did smooth all (tangent,9.0)

     

    and the mesh explode inward...

     

    I used resample beforehand.

     

    Im attaching file ...you just need to use Smooth All  and its gonna explode... :)

    Maybe there is a problem with the resampling function. If I open your mesh and resample at default settings before I Smooth All, the mesh is fine. I'm still using the last Mac release 4.0.11.

     

    Btw, is there any reason why 3DC doesn't automatically reorder your mesh with even tris (like Tangent smoothing) whenever you resample? It's always a 2 step process for me whenever I need to resample a mesh. First I Resample, then I Smooth All to get a cleaner mesh.

  5. I agree with adding a detail slider to RS, but wouldn't this turn Surface brushes into semi-LC brushes (without the smoothing slider)? I think adding a smoothing option to RS would help also. If you use the Move tool with RS and stretch the mesh in an extreme way, the mesh structure looks like it was made with an LC brush with smoothing at 0. So, by including detail and smoothing settings to Surface tools, we are back to the LC brushes. Lots of redundancy here.

  6. I haven't tested the latest build, but I agree with digman. RS subdivision level was at a perfect default setting. Maybe a slider detail setting like LC has would be better.

     

    When RS was introduced, I also wondered if the way the subdivision is handled was similar to how LC works. With 4.0.11, RS seems to mimic LC at low detail and smoothing settings. If LC can be perfected, maybe the LC Detail and Smoothing options can be implemented for the Surface brushes. So, when enabled, at default settings it would act like how RS works now, but if the user wants more control, the Detail and Smoothing options would allow for tweaking.

  7. Sorry to bring up this topic again, but the other threads were quite old and not Mac-centric.

     

    I currently have a 2008 Mac Pro with a GTX 285 (Mac edition) card. I'm looking at replacing it with a non-EFI PC card (either GTX 5xx or 6xx). I understand that Fermi cards are better for CG work and GPU rendering, but does anyone know which hardware spec is best for 3DC screen navigation. My GTX 285 really lags with a few million tris and sculpting with high res meshes is my main priority. Will more VRAM help, processor speed, etc.? Second, will more VRAM make painting and texturing easier? And what is the minimum amount necessary?

     

    I'm leaning toward a GTX 570 or 560 Ti. A 580 would require an external PSU. 

  8. It's designated in the shader, I don't really understand why btw, it would make more sense to have the option in the preferences. Btw that gradient is evil, a more precise mono chrome gradient would do the job just fine. Currently this gradient is better than the black one because the black one is very inaccurate (you can't make clean definition and affect what's IN the gradient, it's a bit of inside/outside....

    +1

    There should be a preference setting for selection/masking color. That rainbow color is much too harsh and jarring. It really becomes a hinderance when you need to make fine adjustments to your mesh. It's like trying to draw with pencil on paper while a bright red light is flashing in your face.

     

    Btw, another request would be for a consistent universal transform gizmo for all transform and pose operations.

  9. Another consequence of having to deal with this bug is that the creative workflow is seriously hampered when you have to constantly examine your mesh for holes and potential problems. 3D sculpting can be a real joyful experience if you're not worrying about whether or not your next brushstroke may suddenly explode your beautiful sculpt into a terrible mess. 

     

    Even though there are workarounds and "fixes", correcting this issue should be a top priority. While Auto-topology and a better rendering engine is nice to have, a stable sculpting/painting environment is the foundation of this app. 

  10. I start in Surface Mode and if I encounter explosions or holes, I'll undo, convert to Voxel Mode, upres, smooth and then switch back to surface. Most of the time this will work to clean up mesh problems. Checking your mesh in wireframe mode will also show small inner spiking or holes developing.

     

    At this stage in 3DC's development, these issues should have been ironed out already. If Andrew can't figure out a way to prevent this corruption in the first place, maybe he can implement a "Fix Mesh" command that would check for corruption and then correct the mesh.  A potential buyer looking to choose between ZBrush and 3DC will immediately be turned off by this problem.  

    • Like 1
  11. Mac & Linux build 4.0.08 uploaded.

    Were there any changes made to the Remesh (enter key) operation? Most of the time, but not always, I'll get a popup window with a "Required polycount" dialog. This is new.

     

    Try this. Choose the large sphere from the Surface mode splash screen. Use the Move tool to pull out a part of the sphere, hit the enter key and part of the mesh disappears. Polycount size and "Remove stretching" also has an effect on the mesh corruption. 

  12. I agree with everything that has already been posted. 

     

    I think an overall cleanup of the UI is needed. Naming conventions fixed, palettes optimized for space saving advantages, more drag and drop options in the VoxTree instead of right-click menu actions (Photoshop is a good example to follow). I think the Voxels/Surface/LiveClay tools need to be looked at to see if there are redundancy between tools and maybe those tools could be combined. 

     

    I would like to see the problems with mesh bugs and explosions dealt with. There are various workarounds but it really makes sculpting in 3DC less enjoyable than it could be. I guess stability is always welcomed in any app. I mainly have used 3DC to sculpt, so that is where my issues are focused.

  13. You can sculpt this way, using depth maps in the Paint Room, as I mentioned previously. However, if you WANT this kind of fexibility when sculpting in the Voxel Room, you're out of luck...currently. THIS is one reason why I keep harping on the need for Andrew to tune out requests for things 3D Coat was never designed/intended to do....such as bone rigging. It's out of 3D Coat's element. Would it be cool? Maybe. So might a hair and fur system...but again, this is getting away from 3D Coat's mission. To model/sculpt and texture paint.

    Agreed. Adding rigging or other such features won't sell more licenses of 3DC. I think 3DC needs to stick to sculpting/painting. Within that feature set, there is still a lot of room for improvement. One area that 3DC can outshine ZBrush in, is in the UI. One reason I also use Cinema 4D is because it's very (artist) user friendly. Anyone with little technical 3D knowledge can jump into C4D very quickly. 3DC can capture that space in the sculpting/painting app market. 3DC is so close to getting there already.  

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