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Maximus3D

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  1. Version 3.x serialnumber is invalid when registering version 4.x beta. It keeps failing all the time. Is it supposed to work like that ?
  2. To clearly show the problem of black meshes upon autoretopology import i mentioned here recently i'm now including a screenshot of it. I hope i'm not the only one having this issue. Besides this annoying issue there are a number of typos in the Autoretopolgy Wizard that should be corrected. / Magnus
  3. Thanks for the new update, it looks promising! I have tested it late last night and i stumbled upon a annoying problem, as soon as i import any object for autoretopo it comes in as a completly black mesh, i can't see what it is by adjusting lightintensity, angle or anything else. This makes it very difficult to use. Same problem happens in both the DX and the OpenGL version of 3DC. / Magnus
  4. If you guys missed this, at Siggraph a new Wave-based Quandrangulation method was presented and it looks pretty sweet! http://www.cad.zju.edu.cn/home/zhangmuyang/ / Magnus
  5. Yes it's a must for this to work fluently with imported meshes or else it's pretty useless for a lot of people, me included. Because not all of us use voxelsculpting in 3DC and only some specific tools for certain tasks. / Magnus
  6. Thanks for the new update, but please please make it quicker and simpler to access and not this longwinded path through various menues, windows, dialogueboxes and submenues to reach the quadrangulatefunction. / Magnus
  7. Heh yeah, but seeing him code will probably be a sight to see for Siggraph attendees. It's comparable to liveaction cartooons hehe / Magnus
  8. Approx when will we have a release in our hands with this new thingy implemented into it ? after Siggraph or later ? anyone care to guess.. / Magnus
  9. Will this auto quandrangulation tool work with imported models ?! i hope it's not just for models sculpted within 3DC as that would drasticly reduce it's usefulness. / Magnus
  10. This feature ofcourse already exists in 3DC but it's so deep down hidden and difficult to access and get to work properly on imported meshes. My request is that the quadrangulate feature is moved and/or added to the Retopo part of 3DC and easily accessible and usable there. Right now it's a workflow mess which needs to be cleaned up. / Magnus
  11. There seems to be a issue with retopo tools when the meshes you retopo have long elongated polygons, the snapping in 3DC goes nuts and it will give you very strange results and that even with snapforce set at zero. This makes it pretty painful to build a new topology onto a mesh. / Magnus
  12. It's a great plugin considering it's free, it was never meant to be a replacement for existing UV external applications. You can easily use it in combination with 3DC if you wish. You can do some adjustments to your UV's by brushing on where you want the UV's to be denser or less dense. This in combination with the controlpainting gives you pretty good control of what you're doing. I'm very happy with it, it does a great job unwrapping both complex and simple models, highpoly or lowpoly doesn't matter. I unwrapped a half a million poly laserscanned triangulated mesh within a few minutes time. / Magnus
  13. You assume that i didn't try it ? hmpf. I have tried it numerous times, i tried importing objects with as little as 50,000 polys and 3DC chokes with even such relative lowpoly meshes. You can't work with them, try texturepainting and you have some serious lags. What's the point of importing a mesh into 3DC if you can't do anything with it.. Then again, you probably have a much better monstermachine than i do so it all runs supersmooth and in realtime for you. / Magnus
  14. It's probably raw triangulated meshdata exported from some highend CAD app, which explains the highpolycount and ofcourse multiple meshes with extreme detail. It would not work well importing a 10+ million polymesh into 3DC, it would choke instantly on such a big model. / Magnus
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