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WillBellJr

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Posts posted by WillBellJr

  1. That's part of the reason for delaying the release. From Andrew's Twitter post:

    "I decided to postpone release date on a week. 3DC is still too raw. Also documentation is not 100% ready now."

    Okay great, and Kudos to Andrew for NOT releasing his program with lacking documentation like most software companies are doing these days!

    The more complex a program is, I realize it's painful to document, especially when there are a lot of features.

    However if your customers are going to get the MOST out of those features (and thereby a return on the time spent developing them), comprehensive docs, tips and best practices are very important!

    Fortunately v2's functionality isn't too far away from v3's.

    -Will

  2. Well I hope that V3 is released with updated documentation!

    Two weeks ago, I printed out v2's docs because there was so many things I didn't understand how to use in 3DC.

    To expect anyone that hasn't worked with this program over the past few months to get the full benefits from just the v2 docs and tooltips alone is going to cause frustration for sure.

    If anything we should also be pouring over the docs for this release as well to spot any corrections or clarifications that may be needed...

    -Will

  3. hey just to add another use.

    4. I use retopo tools in 3D coat to make a complete low poly model of my high poly model for use in a video game. It doesnt matter wether the model is poly sculpted or voxel sculpted it is always far too high density in polys to actually use in a game engine like unreal or marmoset. So retopo comes to the rescue and also allows me to have fewer polys to worry about which makes uv mapping for textures easier. I can take a model with 12million polys and turn it into a game quality model with 8500 polys and still have it look just as good by baking textures(normal, AO) from the high poly mesh.

    GED, what's your methodology for baking?

    I've recently become interested in trying to bake down from a hi-res model to a lower one but I'm not sure where to start.

    I've been looking at XNormal but I haven't taken the time to try and learn it yet.

    -Will

  4. I kind of agree with you but I was never aware that intel even made a performance GPU before, so how do you make a comparison. This would be a major investment for them, They have plenty of money so they should be able to get experiences technicians . I doubt they are taking this endeavour lightly. I'm not over awed by it myself but I's say its a good idea to remain open minded, I've been suprised before. Intel buying NVidia would be a nightmare situation. I'd say its nice to keep them fighting and thus keeping things fresh. its not like ATI are putting Nvidia through their paces at the moment

    That may be true but I wouldn't buy an iNtel GPU simple because of my experience with their crappy graphics adapters (Dell system at work).

    I only buy nVidia based systems for my personal use - laptop and desktop.

    I was just finn'n to buy a 2Gig GTX285 - interesting to hear about the '300...

    -Will

  5. Unless I've missed something in 3DC or some tools are added, I don't believe you can get the precision with voxels that you can get with polygons.

    When you're creating a polygon model (depending on the modeler in use), you can precisely set the X/Y/Z coordinate of each vertex - so far example, if I had the blueprints to say the Starship Enterprise, I could model it to scale using polygons.

    Voxels (currently) are more of a free form, artistic / creative medium that doesn't focus on exact surface precision.

    Now can you create precise models using Voxels, I'm not even sure??

    So for organic / character modeling, Voxels certainly could become the preferred way to work in 3DC. However for tanks, guns, cars - hard surface models, I'd think polygons will be the preference - unless somehow voxels or the tools to manipulate them can be made to provide the similar precision that present day polygon modeling affords...

    -Will

  6. Thanks for the info and THANKS to Andrew for implementing this so I can (finally) add this wonderful app into my workflow.

    I loaded a quick model I had and it crashed with an out of memory error - granted I had selected 1024x1024 textures (I only have 2gigs RAM on my desktop Win XP SP3)

    Now that Unity v2.5 is available on Windows and it's one of the best game engines I've tried so far out of a bunch I've chosen it for all of my current game developments.

    I'm not sure if it's planned for 3D-Coat to support Collada and/or FBX but it would certainly eliminate some steps for me if it ever does! :good:

    -Will

  7. Skyler and the other developers are very helpful over at DarkSim. They may have time or incentive to get you going with something to help you support Darktree or their Symbionts.

    An email may be all that's needed to get a support channel open for 3D-Coat.

    I admit, having an app like 3D-Coat which also had a Darktree Symbiont for texturing would be pretty amazing.

    I've had my Symbionts all the way from Hash Animation Master, trueSpace, Lightwave, and now XSI though unsupported.

    Cinema 4D had Symbiont support in earlier versions, however nothing for v10 & v11 so far...

    -Will

  8. I'm also waiting for this feature to be added, it's pretty important. I even dare to say more important than the sculpting stuff.

    / Magnus

    Ditto-redux...

    For me, being able to load a model ->straight<- without modification and enjoy some of the retopology and other tools would be great for me.

    I'm mostly modeling in MOI now (with a few models done in Lightwave's Modeler for good measure) for my game assets and I'd like to be able to use 3D-Coat in my pipeline.

    As it is now, I can't use this program at all in my mechanical model pipeline since upon import, the model is immediately mushed...

    I've been waiting for Silo to do these chores but I'd have no probs being able to do them in 3D-C <_<

    -Will

  9. Actually what I had meant to say was hardware key instead of software.

    All usb dongles have programmable resources on them - my idea is instead of using dedicated Hasp or Rainbow keys (have you seen Softimage's dongle - lawd, thing has a clock on it and everything! :unsure: ) to be able to have the software company provide you with some kind of cryptographic data file that unlocks their program - these files would be copied to your usb key.

    Natually the usb key would be volume encrypted and require a password once connected so if lost someone wouldn't just have a field day with all your keys!

    These files would most likely be small, a coupla K or so - a hella cheap 16 or 32 meg usb key could hold tens to hundreds of these soft-crypto keys.

    I could just see having my Photoshop, Lightwave, XSI, Procoder and others all on this key - ONE key instead of a hand full.

    Losing the key wouldn't be so devastating as it is now (LAWD the time I couldn't find my Lightwave key for a couple of days!) since you'd (hopefully) have the crypto files backed up ready to be reinstalled onto a new usb key...

    Another thing I'd like to see become a standard among software companies is a 5/15/30 day grace period when you CAN'T (RE)ACTIVATE your application for some reason.

    This covers you when you're at a customer site and you forgot your key or can't activate for some reason - at least you're not locked out of your >legally owned< app and can continue to work...

    Now, when you do finally (re)activate or plug in your key, that resets the grace timer for another emergency use whenever needed!

    This is important cause most apps now timeout their grace timer permanently after the number of day are up so you're stuck if you forget your key or can't (re)activate for whatever reason.

    See I don't mind software hauses wanting to protect their products and investments, BUT I also don't want to be >inconvenienced< and NOT be able to use my legitimately owned software whenever and where ever I may be.

    -Will

  10. I'd love to be rid of the hardware key, I'm happy however to put up with it if it means your getting paid for your work and scumbags arent stealing it from you.

    I know this isnt a popular view but i'd buy a dongle if it was available, its very handy to be able to move a license with you between jobs and locations

    I totally agree here - I recently asked myself if it were possible to run this app on 3 machines (home / work desktop and my laptop) while told yes, I then realized that at my job, we run with restricted internet domains; 3D-Coat's domain is definitely not on the list so when the app goes to register it will fail anyway unless there's some kind of email based registration method...

    I don't mind a hardware key just for this reason, the software should be licensed to ME not my computer! I paid for it, I should be able to run it where ever I am!

    I wish there was a way where software keys could all be loaded onto a singular USB key, this way ALL your app's registrations could be loaded onto your key and travel with you!

    -Will

  11. I've seen mention of this program around differing forums and I was just about to consider submitting an order but I saw that you only license 2 differing machines.

    Nothing strange about that (ala Adobe and others) BUT I typically have 3 machines; my laptop, my desktop at home AND at work.

    Adobe and ZBrush has a deactivate function that allows one to add/remove their license as required to use different machines.

    I'm wondering if this program has a deactivate function as well - my most important uses are at home but I also enjoy using my programs when at work (where I seem to have more free time (shhhh!) :lol: )

    Is this possible??

    Any insight appreciated!

    -Will

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