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splodge

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Posts posted by splodge

  1. Andrew has considered adding the ability to paint voxels. It is indeed possible.

    It would work similar to vertex painting. Each voxel would have a RGB value associated with it. And the on screen voxel mesh representation would be vertex painted accordingly.

    Memory requirements would obviously be higher and it would run slower in certain situations. But this wouldn't be an issue if users are given the option of using non colored voxels, this way the users that don't need colored voxels aren't hindered in any way.

    Personally I'm not really interested in the idea as I'd much rather texture paint because of the better perfromance (frame rates).

    Although I can see why some folks would like the idea of voxel painting as it means they're not limited by the constraints of UV mapping and texture resolution. It's why some people like to use ZBrush's poly painting - they feel they can focus on the art and mess around with UV maps later.

  2. Making the suggestion that something auto-topologized in 3D-Coat represents "crap" topology is simply ridiculous and a misrepresentation of the facts. And, right now, all of the facts have yet to materialize themselves out of Andrew's most fertile imagination.

    Greg Smith

    Hey! I wasn't making that suggestion. The topology from the new auto retopo is looking like it's going to be very nice. :)

  3. Stay focused and obsessed with perfect modeling topology if you want to, but the industry, itself, will not find you a particularly useful asset for their most urgent needs.

    Greg Smith

    Depends on who you talk to in the industry. And just one person isn't the industry. :)

    People have different requirements. I'm pretty sure that there are art directors that would reject a model with poor topology.

    For artists to get employed at a games studio it's essential that they can make nice models. If they had submitted models with poor topology then they would never have got hired.

    For many 3D artists making a model with a good topology isn't that difficult as they box model right from the start.

    There's a lot of artists that like to sell their artwork on Turbosquid etc. It's important that the topology looks clean because many buyers are very aware of the problems that can occur with a poor topology. So these buyers will only buy models that are listed with screenshots showing wire frames.

    Now if you're somebody that's thinking of going alone and making your own game then it's entirely down to you to decide on how good the topology needs to be. Although don't be surprised if game reviewers complain that your game is graphically crap and has poor frame rates.

    A nice topology means nice shading and lower poly counts.

  4. Mudbox still has fairly recent hardware requirements, and that is what I meant. I have both programs as well, and I understand what you're saying...but I don't have ANY trouble smoothly navigating around in 3DC....so I don't know how much of a priority Andrew will place on the request when only a select few, such as yourself would benefit from it. He has bigger fish to fry at the moment.

    :good:

  5. That is something Andrew could do now that Multi-Res is implemented, but I'm not sure where that falls in his list of priorities, as....yet again....if you have a newer card, you have NO issues smoothly navigating around your model. A GTS 250 (essentially a re-worked 9800 GTX) worked fine, and you can find one of those for less than a $100. It's no different than Mudbox, in that regard.

    Not sure what you mean when you say "It's no different than Mudbox".

    I just tried Mudbox. First time in years. And wow, very impressive. 33 million polys at 100 fps! :)

    And it's quite easy to see how it's managing this. When the user zooms out then a lower poly version of the model is being displayed. And when zoomed in the rest of the model that isn't in view seems to be ignored. So the frame rate stays high constantly.

  6. I don't know about ZBrush, but you have to have a good video card in Mudbox as well, not to mention the major application the model will eventually be exported to. I just have not seen this limitation you're referring to,

    Well obviously there's a limitation. A video card can only draw so many polygons in a given amount of time.

    3D Coat's rendering performance is exactly what I would expect. It can render a model just as fast as any other sculpting program out there. The difference is that when the poly count increases and the frame rate drops then the other programs can temporarily display a low poly version of the model when rotating the model.

    It's not about my machine's performance vs your machines's performance, it's about 3D Coat not having a backup plan if rendering performance drops below a certain level.

  7. I was just pointing out that I went through those models (now using the 275), and had no problems with them. So perhaps just one more upgrade will be the cat's meow.

    But there isn't really a "cat's meow". It all depends on how large and how detailed a model is. Simple fact is that in 3D Coat the detail of a model is currently limited by the video card's rendering speed. This isn't the case in other sculpting programs.

    3D Coat user: "I need more detail around the eye..umm.. Okay, I best go buy a new video card."

    :nea:

  8. Ah thanks. So anyone using a 8800gts gfx card that has access to a gtx460? How much performance gain for 3dcoat?

    It'll mean smoother movement when rotating around your model.

    I would rather Andrew give us the cheaper option of having our model temporarily drop down to lower resolution when being rotated.

    It's silly to have to keep upgrading our video cards just for sake of smoother movement when a much cheaper software solution could be implemented.

    My answer to the above problem was to not bother modeling in 3D Coat. I'm still on a 8800 GTX and I box model in a old school poly modeler at 100 fps. :)

    I use 3D Coat just for painting. Although not sure for how long as I've recently found some nasty killer bugs.

  9. 3D Coat's success hangs on quadrangulation.

    The only thing that matters in 3D is the speed at which you can get something out of your brain and onto your hard drive.

    If people can box model quicker than they can sculpt a model in voxels AND retopo that model then they're always going to ignore 3D Coat.

    So you all shutup already and show this new feature some love or else I'm going to send one of these =@ to all your PM inboxes.. :angry:

    :p:

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