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Maximus3D

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Everything posted by Maximus3D

  1. Good to hear you're making progress Andrew you don't have to rush it out as fast as you can, keep working on it until you're satisfied with the code and the stability/performance and then drop the alpha release on us so we can test it. / Magnus
  2. That's awesome news Andrew that you will start working on direct painting and other stuff besides sculpting now thanks a bunch. I'm looking forward to the updates from now on. / Magnus
  3. I got this errormessage when i clicked on the retopo tool on the clothmesh i played with. Instant crash! / Magnus
  4. Jim: Thanks i'm glad to see atleast someone agree with me on this forum. I thought i were the only one who wanna see attention directed towards other parts of 3DC instead of the sculpting stuff. Tree: As it seems you're part of the larger group of active users on the forum who favour the sculpting tools in 3DC ahead of everything else the application offers i understand why you support it so much, and i also understand why Andrew puts all his attention on it as when he manages to get the sculpting system fully functional and ready then he will have a application which can compete with the giants like Zbrush, Mudbox and now also Modo. There's alot of money in that market, and i'm sure he wants some of it by attracting new customers with these sculpting tools. BUT, 3DC 3.0 cannot be all about sculpting. It has other sides such as painting, retopology, lowpoly model painting (which needs to be resolved), uvmapping and more that should get some well deserved time and attention from Andrew to be properly developed. Not forgetting the userinterface and over all workflow in the application. These parts i think are all way more important than sculpting is. They may not attract as many new customers and bring in more money, but for the application itself to be useful in production these parts can't be ignored. I got plenty of wrenches in my toolbox.. / Magnus
  5. I think that 3DC 3.0 would benefit from more time spent on developement before it's finalized and released for sale to the rest of the world. And i mean that developement should be spent on other things besides these sculpting feature, i know it's a big main feature of the new 3.0 but it's not everything as not all of us have much use of it. / Magnus
  6. You need to keep a title like that short, humans have a short attention span and long lines of text bores people and they will probably not click there and read more. So you might wanna keep it as simple and as informative as possible. "CG industry news" "CG business news" "CG news" It should be 'catchy' yet easily readable and understandable for anyone visiting the site regardless of their english skills. / Magnus
  7. Thanks Andrew glad you like it so far. Once i get to the texturepainting part of this it'll get alot more interesting as i will do it with 3D-Coat. I have a smaller update to share tonight, the highlighted meshes are the one's i worked on and also updated. And i started roughing out the shape of the main handle, it should be finished soon but i'll be posting it tomorrow. Thanks for looking! / Magnus
  8. A latenight update, more stuff i worked on. Mainly in the adjusterscrew area as can be seen on the screenshots below. Highlighted parts are new. Closeup shot of the entire adjusterscrew area, this still needs some more work and finetuning. / Magnus
  9. I'm adding more details to the model such as the springplane below the cuttingblade on the front and the main adjusterscrew on the back of the tool. Highlighted meshes in the first screenshot shows what i've done in tonight's update. And the closeup of the adjusterscrew shows more of the detail. Highlighted models have been added. Closeup of adjusterscrew parts, this area is not yet complete. More work will be done to it asap. / Magnus
  10. My latest wip, and i repost it here as i'm gonna use 3D-Coat's texturing capabilities for this model i'm working on. All the modeling and UV mapping will i do with Modo 302, and when all that's done i'll start texturing all individual meshes in 3DC and then after that i export them out to Cinema4D where i setup the scene, toss in some lights, create materials and finally i'll be rendering this baby with Maxwell. Reference photo Modeling wip #1 More to come soon.. stay tuned! / Magnus
  11. Testing the latest alpha 55 release here i got this errormessage when i did the following. I imported the camel mesh which is included with 3DC, then i clicked on the retopo tool, that caused 3DC to crash with this errormessage. This is when i used the DX version. / Magnus
  12. Hiya Matt and welcome aboard the 3D-Coat cruiser! and hi to you too Hervé, nice to see both you guys here. / Max
  13. Hi 3D-Coaters! Here's a quick'n'dirty workflow example i tested tonight which allows for relative smooth transfers of data between Moi3D, 3D-Coat and Cinema4D. There is only one problem and it's that it requires RipTide Pro for Cinema4D or else this will not work. The plugin is cheap to buy and it's a great investment for any Cinema4D user out there. Anyhow here's what to do.. 1. Start by modeling something in Moi3D and exporting it out as .obj with similar settings, the exact settings you should use ofcourse depends on what your model looks like. Use this more as a guideline. 2. Import your previously exported .obj model from Moi3D with similar settings to 3D-Coat (smoothing can be either on or off, doesn't seem to make a difference) 3. Then do your thing in 3D-Coat with the paint tools.. 4. Export your model including any textures you painted for it as you normally do with 3D-Coat, default settings works fine in 3D-Coat's export dialogbox. 5. Now import the .obj file you exported from 3D-Coat into Cinema4D using RipTide Pro with the following settings, this is the crucial part of the workflow or else it won't work correctly. Make sure you have ticked in Flip X Axis and Flip UV Vertically to get your texturemaps aligned with your mesh, otherwise the mesh and/or the texturemaps are imported flipped. 6. Last thing to do is to play with the Phong Angle setting in your Phong Tag on your objects so you get a nice clean smooth mesh without any visual artifacts. However this is working kinda weird.. because you may still get artifacts in your mesh and you might have to go back to 3D-Coat to rebuild a new topology on your Moi3D mesh, that's a worst case scenario. In most cases just playing around a bit with the phong angle is enough to get a usable mesh that you can render. Here's a screenshot from what it looks like when i imported my mesh with it's texture into Cinema4D. works like a charm! Hope this helps someone.. / Magnus
  14. I got to test the new quadrangulation tool last night and i have to say i'm impressed! great job on that one Andrew but will it work with imported highpoly models too or only voxelsculpted models ? What could be added to the quadrangilation thingy is to give the user the ability to paint in "poles" so that you a circular type quadrangilation pattern around areas like elbows, knees, eyesockets, mouths, ears and similar areas where edgeloops go in circular or elliptical loops around a specific area. And perhaps this quadrangulation tool should be moved out of the place where it is now and become a separate tool or a menu thing. / Magnus
  15. Doh! that's deep down and hard to find. Thanks for the quick reply Andrew i'll try it out when i get home tonight. / Magnus
  16. Has the current beta got support for this quadrangulation thingy ? or is that coming in the next one you're uploading Andrew ? because either i'm blind or stupid, or a combination of both because i cannot find any quandrangilation thingy in the current release. / Magnus
  17. I been using ShaderMap Pro for quite some time now and i have to say for $20 it's definately worth it. Sure it haven't got all the features and functions that CrazyBump have got yet but the developer of ShaderMap is pretty easygoing and wanna improve the application to make it better so requesting new features is not a big problem. And coughing up $300 for CrazyBump is something i don't feel like doing when i get a program for the same price as a dinner at a restaurant then the choice is easy. / Magnus
  18. I'm also waiting for this feature to be added, it's pretty important. I even dare to say more important than the sculpting stuff. / Magnus
  19. Thanks Andrew, good to know they're posted there now instead of somewhere in a huge thread. / Magnus
  20. I been searching through about 25 recent pages in this thread and i cannot find the latest releases, where are they posted ?! / Magnus
  21. Umm.. ok, so this is not the place to ask. Then where is the place to ask ? i'm afraid that sculpting will take all the time he has for a long time to come and other things will be pushed off to the side and eventually forgotten. It seems everyone else wants sculpting in 3DC, and they want it right now! i don't care that much about sculpting in 3DC as i have other tools for that. Sorry but no i still think focus is a bit off the target now, that will probably be only my personal opinion and no one elses.. / Magnus
  22. There's a lot of focus on sculpting and those tools now, not to sound negative or something but i think what's more important for 3DC v3 is the ability to work with low/medium poly models without having to go through the step of subdiving a imported mesh up to millions of polys just to paint textures on it. I wanna have the ability to work with my models as they come, meaning they should be possible to import at their relative low polycount with UV's retained, then to be textured in 3DC by me, and finally to be exported back out again without a 10x increase in polycount on the model. This i think is way more important than these sculpting stuff, at the moment i find it somewhat difficult to put 3DC into my production pipeline because it wanna subdivide the models all the time. / Magnus
  23. Ok guys, thanks for your reply. However i scrolled through this thread and found numerous betaversions posted on some random pages which is what's the root of my confusion. / Magnus
  24. It's still very confusing where exactly new releases are posted, are they on page 1 or are they somewhere deeper down in the thread ? updates should be posted in a thread where only Andrew himself can post so it won't be filled with tons of other comments by every user on the forum. It makes it a nightmare to locate the updates each time they're released. Which is why i haven't bothered to try a beta for a very long time now.. / Magnus
  25. These news are in no way funny or good, they're plain horrible and Autodesk dropped this as a big nasty bomb on all of it's customers and the entire industry i can honestly say i strongly dislike Autodesk and their business strategies. They lost all sense of reality and connection with their customers, those who keep them in business. Now yet again prices will rocket, XSI will be a subscription application like the rest. Autodesk are only in it for the money these days, they don't care about anything or anyone else. A truly sad day for us all.. / Magnus
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