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rubeos

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Everything posted by rubeos

  1. Thank you! ..but I tried and it does not work I did this: open my file.hotkeys with windows notepad and I replaced all <AllowStack>false</AllowStack> to <AllowStack>true</AllowStack>. Then I saved and close notepad. Then I reimport file.hotkeys in 3dCoat. But it seems nothing changes
  2. Please!!! is there a way to disable the sticky hotkeys functionality? The switch between a key and another is delayed (one second) and also sometime works and sometime not. At this point I think it would be much easier to have the possibility to disable all sticky keys. My computer is windows-64bit - I7 CPU - RAM 6g.
  3. It would be nice to have soft snap along simmetry axis, for each brush used (activated by interface)..Zbrush has this, even if little. The snap improve control when you have to draw a straight line at object center..and help you to find and work only on axis.. The snap will enabled when the brushes are approaching the center of simmetry. in the first picture you can see that if you want to draw a straight line in the middle is very difficult
  4. It would be nice to have an option to see directly but discreetly on the screen if the symmetry is turned on or not... It could also be an option in the preferences panel / brushing, which allows you to see the message of symmetry activated above the brush. Now there are already two red dots in the brushes circles, for example, left and right along the X axis, but are very small and not much visible. It would be sufficient to have them larger than a few pixels, as in zbrush. In this way it is easy to notice immediately if the symmetry is activated
  5. It would be handy to have a way to control the simmetry plane settings, such as the size of the square and its transparency. I think that sometimes square of simmetry is too bulky.
  6. When active ctrl + shift to decimate, reduce, relax, etc. .... I just don't see the wireframe, I have to do an extra step with a button (W) and activate each time the wireframe button. It would be nice to have an option so while holding down ctrl + shift automatically activated wireframe .... so you can see precisely the work you're doing. When you release ctrl + shift, the object return to the shade.
  7. 100 million polygons! incredible ... basically with your pc you can start a sculpture starting directly from the maximum resolution...like real clay. I also believe that the dynamic division is the future ... and I hope to be improved even more ... for example maybe there is the possibility in the future to imitate even more classic hardsurface modelling, as architectural and mechanical engineering.. I did not know about Raul, and this news I really like .... I often look at his topic on this site, in the hope that there are updates! However, really this latest version is already outstanding.
  8. Yes, I think I'll do that, like this: sketches in voxel and details work on surface ... 90% of the work will be with brushes and surface liveclay
  9. Yes, in fact 8 million is a heavy number on my computer! Thanks for the link ... I'll try to understand it better. And also for the tip on the DirectX rather than OpenGL, I did not know and certainly will help me. I would like so that voxels could preserve the local detail, as is the case when using liveclay, and that they were not so slow whit medium / high resolutions The voxel give an incredible freedom, but their resolution, even while you work, must always be homogeneous: this would not be a problem, if the computer did not slow down when the resolution increase. I state that I am not technical expert .... especially I do not know well 3Dcoat and the workflow: for example I have the impression that voxel is good to make some sketches, or hardsurface, but otherwise it is better to do all with current liveclay. It may be that in the future liveclay can totally replace voxels? I prefer to work while preserving the local resolution, denser in some places than in others, from the beginning of the sculpture .... and NOT FORCE to proceed gradually increasing the resolution, as in Zbrush / mudbox...e others who have taken this easy way. With 3DCoat, Scuptris and Blender I can sculpt as I like, but at different levels of comfort and precision: Sculptris is incredible, but the main problem is that it does not sustain mesh over 1 million polygons. The dynamic sculpting Blender is too primitive and brushes still too uncomfortable ...and development is stopped. Instead 3Dcoat reached a big level, and sculpt with liveclay is now really very good. I really hope that Pilgway still improvement LC and refine it. I agree when you say that Zbrush is not able to copy the voxels with Dynamesh. The problem with Dynamesh is always the same: you lose DETAIL, every Remesh .... or, if you want to keep the detail, you are forced to increase the number of polygons of the entire mesh. This slows the machine .... at least mine. I do not know how PIxologic solve this methodological problem .... but this is not the ultimate freedom that a sculptor can have, liveclay or dynamic topology are more elegant methods than dynamesh....probably, sooner or later they also will introduce dynamic sculpting technology.
  10. The specs of my system are: - Win 7 64bit - RAM 6 GB - Intel I7 CPU, 2.7 GHz - graphic card: Nvidia GeForce GTS 250 - DirectX 11 - CUDA driver version 280.26 I did test only recent 3dCoat version, 4.0.06A CUDA (DX64) and (GL64) .. I do not know the differences between DX and GL.
  11. I do not know if I understand correctly, but I get the same performance, for example: -Voxel: a sphere with 8.000.000 tris (I do not dare get up to 15 million!) using clay brush, it becomes very slow .... but maybe this is normal and happens to everyone. -Surface: a sphere with 8.000.000 tris and using Artman's LiveClay preset: it is much faster than brush 'clay voxel'..... but only if 'stretching' option is disabled. While navigation is slow, but not slow as in voxels. In both cases, voxel and surface, my CPU does not go over 20% of work .I do not know if my pc does a good performance or not.
  12. Thank you for the answers, I wanted to say that maybe is a good thing that 3DCoat not overdrive the processor as it does Zbrush with mesh with the same number of polygons. Perhaps 3Dcoat has a better engine of Zbrush as regards the processor management ?... although it should be taken into account that Zbrush is only 32bit. My initial question was to know if 3Dcoat keeps stress the RAM memory, in a way that I can not see...while I can see (by task manger) the processor it does not seem to make much effort .. just 20%.
  13. I understand ...my computer (looking at the task manager windows seven) use the CPU (intel I7) not more than 20%, even when I sculpt objects with approximately 5.000.0000 visible triangles, in surface mode. But navigation and especially the brushes become slower .... but the processor does not make much effort. I do not know what depends this, but it's good. While in Zbrush, to make a comparison, with a 5 milion triangles object, the CPU runs at 100%
  14. When I use zbrush see in my task manager the cpu always does an hard work, although I have an I7 processor and CUDA. While when I use 3dcoat the processor works at most 20%...this is looks good..but I can't see that, I suppose that the 3dcoat work charged is all to the RAM..My questions: How many 3dcoat stressed the RAM? May the continuous 3dcoat usage (no voxel but only high resolution surface) crash the ram memory hardware? How can I check that does not happen?
  15. I have tested .. The sticky keys are a big improvement for the software, but the masking system is not yet fast and intuitive as zbrush: in zbrush you can also use the mouse inside the viewport to 'freeze all' 'unfreeze all '' invert freeze 'etc. .... In 3dcoat I could not map hotkeys keyboard + mouse keys as zbrush. It would be very handy to have a preset hotkeys/navigation really and completely as zbrush...or have a PRESET hotkey/navigation would be good. Also I seem to have a problem with the StickyKeys. (could be a bug or maybe I do not understand) Example: I have mapped two keys as sticky keys, 'freeze' and 'clay': 1- I press quick the freeze button and it remains on 'freeze' 2 - Then I do some operations with 'freeze' on, or use another key combination, as 'unfreeze all', or I use 'undo' 3- when I press the 'freeze' again do not return to the 'clay', but it remain on 'freeze'..... So, it is as if after a certain number of operations is no longer possible to return to the last key used ... in my case 'clay'. Is there a way just some keys that I want are always 'elastic', and no 'sticky'? sorry I do not know if you know what I mean ... I know little English In addition 3dcoat sometimes hangs when switching between a key and the another key, for example (clay = D) and (pinch =B )
  16. do you mean zbrush hotkeys commnly used?
  17. Amazing! ... just the latest experimental build has that I asked ... I did not realize ... thank you very much I did not understand yet how the sticky buttons work, but it looks similar to the masking system of zbrush, that is, fast ... The only problem is the time to set it in the best way, I think, with the best combination of hotkeys and pen keys.. The preset brushes are also very very good, fine, especially clay, claybuild, sharp, and stretch ..(stretch = ''move brush liveclay'' that I asked before)
  18. I want to cry ... I tried version 4.0 ...there are so many features, and the software gets better and better.... but still there is not something very important as a VERY FAST masking system and VERT FAST hide system (as zbrush) And also: still there is not a good ''MOVE brush'' (especially I mean LIVECLAY MOVE brush) as Sculptris. Why?? Please! for the ''MOVE LC brush'', it's enough just only one, only one ''MOVE LC brush''... but done well. Please, it is imperative to have a quick masking/hiding system, turned on and off with the same speed and easiness such as ZBrush. Sorry for the outburst.
  19. Cinema 4D R14 also has the sculpting. From what I see in the video preview it is a technology similar to ZB, with successive polygons subdivisions, nothing innovative. Still far from ZB and 3DCoat. The interface seems very clear, with some brushes options and many presets. It is becoming increasingly popular that every 3D generic program has its 3D sculpting module, except for Autodesk...they could easily integrate sculpting, but for some rea$on they prefer to force customers to buy Mudbox and in the next few months Meshmixer. (and It 's absurd if really they will as two separate programs ... but it probably will happen. It would be like 3DCoat split into two separate programs polygon and voxel modules)
  20. I hope 3DCoat recovers soon liveclay development. The last ZB release is great but... ZB4r4, as always, obliged to proceed for subsequent steps too (in order from the coarse shape to fine shape) while the logic of the liveclay, for example in Sculptris, is that you can sculpt very small details already at the beginning of the sculpture and dynamically modify it all. Even on relatively less powerful computers. The technology Dynamesh + Qremesher, is more complicated and less natural and easy, stress PC and increases the processing time. The truth is that it would be great if the option ReProject Dynamesh was fast and efficient, in that case you could work fast with a cube of 500k, but unfortunately it is not: it is very slow and stress CPU. Working with high dynamesh resolution without reproject is faster but under approximately 500 cube resolution you lose detail. One of the ZB weak point is very slow reproject in dynamesh process. And I do not know if they can improve it without enhance hardware power. Pixologic persists for now to continue on the old way, and introduces new tools and tools but based on his old technology (superb of course), but everything would be much easier if they refine Sculptris tecnhnology and integrated in ZB: namely, automatic, dynamic retopology with different mesh density areas and the ability to change the topology instantly.. I hope that Pixo does not have sunk the Sculptris project and they're working on something better: quad dynamic tessellation. When you try dynamic tesselation it soon becomes clear that it can be fluid workflow, it can proceed even in a nonlinear workflow, supporting a real sculptor freedom. Try this regard the latest version of Blender with Dynotopo. http://www.youtube.com/watch?v=uhRsRu_8O7g[/CODE] While it is still a primitive instrument and it has tris and lacks many tools in support of only sculpt ecc.. it's very fluid.
  21. for 'on the fly masking' I mean fast shortcuts, like in zbrush ctrl+lmb
  22. As you may know, you can decrease the number of clicks, reducing they to a minimum, costumize the delete key and others button in zbrush. After zb is really fast: ctrl + shift for hiding; (costumize CTRL + X or another combination) for delete hidden polygons. Also customize the button dynamesh 'group' is also convenient. It would be very important, in my opinion, also that 3Dcoat will have a masking system on the fly (it is a feature request I have already suggested) This would make some works much faster. I think that not all commands need to be on the fly, but the masking and hiding certainly.
  23. I do not understand what the difference between your method and use classically dynamesh, like this: 1 - Merge down the two detailed meshes subtools 2 - choose the resolution you want and turn on dynamesh The result is not the same? I used dynamesh with seven64, I7 cpu and 6 giga ram ... but even with a 1 million polygons mesh dynamesh becomes slow. Then if I use the option dynamesh 'PROJECT' calculation time increases a lot....even if the detail is much more accurate. Example: with about 1 million polygons and project dynamesh activated, resolution 300k, it takes 20 seconds, cpu usage 100%. Thanks for the tricks I did not know 3dwarehouse Even for me duplicate meshes on the fly and get booleans without breaking flow is convenience option. And dynamesh is powerful to combine topologies issues. Pixologic is trying to make the polygons more and more like voxels, move closer to the freedom they offer, and it is happening, though slowly. The next step for ZBrush (if he want to amaze the world again) will be to preserve almost all the detail since rough sketch, in one click for the user, and fast and easy for the computer. Perhaps in some way, they will do this mixing sculptris and dynamesh technology? I hope the next versions does not focus on animation or other departments, because, IMHO, the sculpting methods is not yet complete or perfect (like real clay, like they said...It's real only to low medium resolution) I also hope that 3DCoat concentrates its efforts mainly on sculpture, with voxels and liveclay could get to that result that I dream.
  24. Yes, unfortunately dynamesh is not intended to fine detail, at least for now. And it is true that, as you say, already from previous versions has tools to add details in an impressive way. But in my opinion, with the arrival of dynamesh, things have not changed much from the point of view- of only workflow modeling/sculpture, for example, a hole in the mesh did before in an external program (ex: Maya) now, with dynemesh, do internally in ZB, and that is good. But you must do before adding a lot of detail. This means that if I wanted to append to a very detail and finished monster, for example, a second head, also that full of details, so you create a unique mesh (and not just a subtool added) I can not do that with dynamesh method because they would lose the details of the first and the second head and body as a whole. In practice, Zb, and despite gettin holes and meshes connection (always under medium resolution) is still based on the old system procedural work: 1-Sketch 2-medium detail 3-high detail. So conceptually and technically not from the maximum of freedom to the artist. Although of course you can achieve amazing and beautiful model since the previous versions. In marble sculpture and partly in modeling clay and plasticine you are forced to proceed with the same methodically consequential 1-2-3. But I think that in the virtual world, the artist may have much more freedom to go back and forth between the work phases without, really and completely, worrying about the number of polygons or lose detail in at every stage of sculpting work. In the near future, maybe. (sorry for my English, I hope that I explained what I meant.)
  25. It 'a pleasure for me to follow such debates, looking in detail the best solutions for virtual sculpture and analyze the differences between programs to improve even more. I hope that efforts in 3DCoat developing are not spent too much in a tool like Dynamesh. Do not misunderstand, it's good that there is something similar to dynamesh, but it is not the perfect solution. Dynamesh is a GREAT tool, a step forward in virtual sculpture, but has a major inherent limitation: it is not possible to maintain a high level of detail while sculpting, except if the hardware makes a big effort. Sooner or later you must deal with this frustrating limitation. This is not perfect freedom to reach. If, to try to keep the detail, you activate 'reproject' the calculation times double or triple... So Dynamesh is based on an idea that is evolving for the better, but dynamesh method has this concept limiting from the ground up, at least until somebody finds a technological trick to preserve detail but without excessive loss of computing time and effort to the computer (without effort could be=3/4 seconds using dynamesh + project with objects with many millions of polygons) I do not know where in future this technology can go ( dynamesh or similar in ZB and 3Dcoat) without help very powerfull hardware. Probably its positive evolution ( the detail preservation in every step of work) will be through the implementation and interaction with the idea which Sculptris based on. Sculptris, whether a coincidence or the result of the mind of a genius, in my opinion currently offers the best technological paradigm for virtual sculpture: you can immediately detailing some part and and leave the rest in low poly with a very effective overall appearance. Immediately you can change the topology and using the button 'Reduced selected' for example you can press it 3 times and reduce about 3 times the number of global polygons to appear without a visible loss of detail. Because, even with 3 times less polygons, they remain 'printed' in their original shape, with good approximation. But this is also however a limit. If Sculptris can manage already few million polygons would be already fantastic, but unfortunately more than one million it crashes. I think this is really his biggest current limit, which limits its use in combination with ZB. Besides the fact that ZB speaks for quad and Sculptris speaks in tris and therefore they can not 'communicate' with maximum efficiency: if ZB/Dynamesh work also with triangles only and if Sculptris manage 3 million or more polygons you have a workflow sculpture (ZB> <GoZ> <Sculptris) which would give a near-perfect freedom. Even better, of course, if Sculptris had 'liveclay' quad.
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