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BluEgo

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Everything posted by BluEgo

  1. Wow, this retopo tool is GREAT ! It gives me a feel of speed while using it that it is amazing. I whish to know if there is a way to reproject the detail of the Hi res mesh, to the new one. And then, are you considering to add a "draw" topology tool, like silo or topogun ? Well, it seems that rimasson has already reported all bugs I found Great work andrew!
  2. I am not agree in this case. What we want in sculpting/texturing software, is a fast way of layering all the stuff. I like a lot nodal networks, from shaders to compositing for animations, but to paint strokes, to blend them, and adjusting colors, photoshop way is yet the best and fast workflow IMO. If I would be in modo for example, I would like nodes to make complex rigs in 401. But simply in 3D-coat I cannot see why should be implemented a nodal network. Maybe for assembling shaders, but 3D-coat has not an offline render engine, and for a realtime preview of our model a simple CG shader is enough. I don't mean I would not be satisfied if I will see this one day, but I think is better to focuse on what is better for sculpting and texturing stuff
  3. ZBrush is absolutly fantastic when handling large polycount. All brush strokes are so fluid in a way that is difficult believing that this stuff is real time. Anyway I can sculpt perfectly and in a smooth way with 8M meshes, but I can subdivide without problem my mesh until 15 M even if here I can notice little slowdown. A clever method ZBrush uses is to display a lower level of subdivision when panning, rotating and zooming. The limit in which ZBrush starts to display a lower resolution while performing these operations is set to 100 K as default. A basic cube subdivided until 6M of vertices is about 50 Mb of size on disk My PC here at work where I'm making these tests is a 8-core with 4 GB of ram, videoboard NVidia quadro FX 5600 And if you want, you can download the ZBrush 3 trial from the pixologic website
  4. LOL :lol: Well, so hoping carcass resolution will reach at 1-4 Million of polygons is only a dream, right ? I also would like to change carcass resolution after I opened the file in future releases
  5. Thank you for your answer. In the future there will be the chance to display the hp mesh resolution?
  6. I don't understand very well this param. What I see in the wireframe shading is the carcass resolution, even if when I sculpt, there seems to be another level of subdivision in the center of the faces. I mean that when I paint across the center of faces with a small brush, when I release the stroke in the middle of the faces some displacement occurs. Anyway displayed resolution isn't that of "millions of poligons" paramater, so I'm curios about what was the purpose of this number
  7. Usually I construct symmetrical mesh from the beginning, but for sketching volums. So I think that to retopologyze mesh this is not necessary, cause you already see what was sculpted. So I think you can choice what you prefer
  8. Of course these are some suggestions for the future of 3D-coat, and as rimasson told, I can wait 2.10 or later releases to see some of these implemented in this beautiful piece of software
  9. Actually I'm planning to use 3D-coat most for its texturing skills other then for sculpt. The first thing I noticed, is how layer palette is so slow to manage. For example if I check on or off a layer, if it contains depth values, I could wait more than a little to see the result Also managing layers attributes like "Transparency" or "Specular Brightness", or blending options like "Standard mode" or "Modulate", is so slow I imagine that this is cause every layer contains depth, color and spec values So, as I read in the thread "Indicators on the layers" by philnolan3d, I think that separating depth by color in every layer should be really a good idea I think 3d-coat linking abilities with phothosop have great power, but there are some things could be refined. For instance, exporting and importing color layers with "Edit all layers in external editor" command takes too much time. Anyway, could we have in 3D-coat the same blend modes than photoshop? At least the most used should be introduced, like "multiply" (even if in 3d coat seems to be "modulate", but photoshop doesn't recognize it), "screen", "color burn", "color dodge" and "overlay" Besides, photoshop layer's opacity doesn't update transparency in 3D-coat. In the end, every time I add a mask in a photoshop layer, and then I save the document, 3D-coat creashes. I think that 3D-coat should have a mask system like photoshop, instead of linking masked areas of a layer to another layer, so working in both software will be more "standard" I know that 3D-coat isn't photoshop, but photoshop masks are great In the meanwhile, masks in photoshop layers could be flattened when re-importing in 3d coat, instead of crashing it
  10. Well, I think this approach is also better
  11. I'm agree. My ideal workflow would be change radius holding down "right button click" of my wacom pen, "middle button" for depth, and navigating camera with ALT, ALT+SHIFT and ALT+CTRL
  12. I totally fall in love with 3D-coat. Thank you very much!
  13. As you know, at this link there is a video in which is explained how to get new pens from the current model http://www.3d-coat.com/video_tutorial.html ... but I didn't understand what is the workflow. I saw that I can create pens from obj, but I really want to know how to grab pens from current active model Help!
  14. As Sonk mentioned in another post, it would be better if all these tools were included in "standard vector mode". I offer myself to paint icons for free
  15. Very Good! I would like camera controls ala modo/lightwave style, cause is simplier IMO if I use a pen.
  16. Hi Sonk, I'm with you ! I tried just yesterday this fantastic software after you mentioned it in luxology forums, thank you very much Oh... I was searching the "signal" button
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