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adrianr01

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  1. Totally agree, been strugling with that, some kind of "sticky keys" should be implemented, hold key down = switch tool, release goes back
  2. a voxel sculpt is also a triangulated mesh in essence, and thats the strenght of sculptris vs regular subdivisions, you only divide the place where detail is needed, so you can get much lower polygoncount with still nice details its a bit like a mesh optimizer in reverse:)
  3. I have tried sculptris and its amazing, some days before zbrush took it over, its layout is refreshing and the dynamic tesselation is awesome + grab tool is super, i recently did some more work and what so great about it, is when you zoom in, the detailing goes into a higher level, you can keep zooming in and do the smallest details it keeps dividing the mesh. doing eye creases en lips is easy. i think they will keep sculptris as a extension or base creation tool with a close connection to zbrush, with there goz-app, and they will do some feature swapping the grab tool is exactly how i wished vox follow worked, freely pulling volume out of the mesh. i wonder if dynamic tesselation is something that could be implemented, theres alot to consider i guess.
  4. oh man thats great! thanx for the help, just didn't think on using hide faces on the texture map, and its pretty quick, almost no need to save masks! thanx again
  5. and if you think about it, you can paint on different uv-islands in the 2dview why not be able to filter out that island and paint in 3dview?
  6. i dont get it, are all your polygroups not connected as a single mesh? like hands, face , arms, etc.. , the only way to seperate this groups is by uv i think, but im still learning the best way to do my game models so if you got advice on this please tell
  7. wel for gaming content, its better to keep everything in one mesh, like a character and have just one uvmap with all the different parts, only something like sword should be a different object i think this is just missing, and can be easely fixed by having a way to store hidden faces, and the best way to hide the parts is by uv island or even some selected faces, the problem with the current face hiding option is that you only can brush away some faces and save that selection mask , so its not accurate or fast.
  8. Hi, working on a character, i have uvs for different parts, like jacket, head, pants, shoes, .. what i want to do is work/paint on each group seperatly, i have found that hiding the uvs in the uv tab is a good way to do this, but this also means that i have to go back to uv tab each time i need to shift part and do the unhide/hide i see there is an option for saving hidden faces to a mask, but this doesn't save the hidden faces i hide in the uv tab, is there a way? if not please some option for saving hide/unhide state and question about the layersystem for multiple objects, wouldnt it be clearer that every object has its own layersystem or would that not work?
  9. so , to the nvidia users, is cuda living up to expectations, not much reactions on speed upgrade?
  10. don't know if this is something you can use already, http://ati.amd.com/technology/streamcomputing/sdkdwnld.html also interesting http://developer.amd.com/GPU/Pages/default.aspx and some samples it seems http://developer.amd.com/samples/Pages/def...spx#gpu_samples
  11. cuda, i was hoping ati would support it by now, but they want to push there own software,... figures... "ati stream" too bad, i was really looking forward to this
  12. transpose widget is gone, 39(64bit) dx en gl on ati card, latest drivers clear function, leaves the model on stage but if you brush it dissapears like hiding (on gl version) since previous beta the brush strenght indicator (alpha cursor graphic), is upside down , when adjusting if flips back up and release its down again,
  13. Hi Andrew, hope for some more multicore optimizing some things i noticed: if i move cursor around (not brushing), on or off the model it takes my first processor to almost 90% if i then brush, 1st one takes another hit and caps, but the others steadily rise, so it keeps it speed, but there is definitly some bottleneck i think same with big brushes, once the first processor hits it 100% theres slowdown. also in conversions like snake mesh to vox, there seems no real hit to the other cores i have a compared zbrush vs coat, and i think interesting is that they load first the last processor and then continue from last to first as the load increase maybe an idea is to continue swith to least loaded core for next process, but just some idea, dont know if thats good way
  14. Great news!, hope you have the same luck with cuda , im very curious to see how much speed you can gain with this technology
  15. a improvement of the current gizmo could be to have an on mouse-over colorstate, so you know a transform is active, it would help alot not clicking just next to it... delete the black cirkel, it doesnt do anything but blocking the rotation circle and makes it heavier
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