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adrianr01

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Everything posted by adrianr01

  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
  16. I like it, definitly something we can work with, vs zbrush i like its symplicity, its fast a couple suggestions - the transform point should be the point where you start dragging transform line, like bending at the joint, when using short line the transform seems too far from beginning point.. - i would like to go in a transpose state, where the brush circle is disabled, all the lines of the transform gizmo and the brush lines are making it chaotic - hardness is based on how far you draw the line, thats nice, but maybe an adjustment option should be implemented so you can harden of soften the falloff, maybe like resizing the brush method (right click hold), could be used if you are in transpose state, at some point reposition of the transform gizmo could be needed, maybe a button that hovers above the gizmo "reposition" or in menu, you click button then click place and gizmo centers on that place, wel thats it.. for now, thank you andrew for great work, happy to be on the coat train :P ps: on the mask discussion, i would call it a selected area, im for it, it could just fallof to the point where there is more geometry, then pick positon of gizmo maybe different transpose mode, lasso select, or selected area
  17. i do find he shouldn't have used promo from 3dcoat to make his point, but you cant say he cant do a function like this program, as many users here have requested functions from other programs to be in 3dcoat and mostly got what they want that said... i really like his implemention of the line tool, you can use it to cut and instantly see the faces.
  18. heh, just testing 33, and brushing large volume gets to around 75% of processor power (multicore) previous was 50%, ... seems your working hard over the performance and it shows, its getting amazingly fast, crazy stuff and nice work!
  19. great improvement with multicore, thanx andrew just did a test and it seems that with the latest version 32, increase resolution takes full adventage of multiple cores, on quad system all 4 gets a pike and processor is at 100% i hope that the same can be done for big brushes as its the only thing where its still gets very slow, but i checked and got only 50% of total processor, so if that could be shared brushing could still improve
  20. i have the problem too, widescreen 1360 x 768, most noticeble with the skinshaders for me edit: hmm seems to be the same with every shader , i guess zoom level en angle is also a factor
  21. thanx Ztreem, busy with the suit, exported the polymesh and cleaned him up and did some adjustments in zbrush, would like to do a very light retop but slightly worried about the holes in the hands, also got some floating verts, could give trouble when projecting details, did a projecting (zbrush) test already with another mesh and went fine, got all my details from the vox sculpt back
  22. soft stroke on sphere tool has weird behavior edit: also on carve and 2dpaint it looks like depth on steroids
  23. i confess that second render was a bit of a lucky shot, that should be a "plane" plane, but somehow the details came up and almost freezed my pc, but didnt....
  24. one of my models that was mostly build with the early carve brush that made alot of disc on eachother, it could be finetuned, but i liked it, but something like it wil be possible i think later on anyway it was a rough version now he has already been refined by other brushes but still rough and out of proportion (select and transform would be nice) he looks better with the bronze than render i think (thanx akira for shader) edit: did one render with red wax, not bad
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