Jump to content
3DCoat Forums

Paint Guy

Advanced Member
  • Posts

    262
  • Joined

  • Last visited

Posts posted by Paint Guy

  1. Hi Andrew, The addition of the new tools is great But I have a request as to possible improvement of the muscle tool, it is very easy at a lower Depth in the muscle tool to create a bunch of negative space under the muscle masses and with this negative space present smothing the muscle you just placed causes big problems. At low depth the muscle actually lays down a thin sheet whch in itself could prove a useful tool but not really in the laying out of musculature. I actually successfully sculpt using the muscle tool at a high level of depth but as you see in the picture the muscle appears to be too Deep.

    So my question is this Is there a way to optimise the tool so that the underlying space if created can be filled to the surface of the underlying voxle surface, like filling the cavity so to speak. I almost want to be able to stroke the muscles on at a low Depth setting and build them up slower but that is not possible with the tool in its current state as it can create lots of intersecting thin sheets, which i mentioned above cannot be smoothed nicely. I wonder is it possible to make the Stroke at lower depth conform more to the surface so that this negative space does not occur. I dunno something like a conform to surface check box? please see my Pics I can make a video if it helps understanding of what i mean?

    [Edit] Like a surface muscle stroke?

    Great Job Andrew on the muscle tool. One solution is maybe making the muscle tool more rounded like a real muscle. Just an idea.

    post-920-1251861230_thumb.jpg

  2. Well OK then, "get into it", my point still stands.

    I hope you weren't offended Phil. Your point is well taken. I guess what works for one person may not work for another. One thing I try and remember is they're all just tools. Whatever tool(s) can get the job done best is the tool I want to use. Anyway's this has strayed far off the original topic so I digress. :)

  3. You shouldn't have to take time to get used to it. Even saying "get used to it" sounds bad. I went through a long tutorial and still didn't like the UI by the end of the lesson, it shouldn't take that long.

    For the record I didn't say "Get used to it" but get into it! but yes it's not for eveyone. :)

  4. I'll take this a step further and say that there should be no options when entering the voxel tab, there should be nothing in the viewport whatsoever.

    I think that when entering the voxel tab without selecting a preset volume from the bootup window, there should be absolutely nothing in the viewport, and instead it should default to the primitives tool with the sphere, or another primitive selected, all you need to do is apply it.

    This was requested months ago and is highly needed. Now that 3.1 is out I hope Andrew get's a little time to sort through the many Feature Requests and can filter out the most important ones for implementation into 3DCoat. :)

  5. post-920-1251491582_thumb.jpg

    Seconded. The ZB interface will throw anyone for a loop. I used it for years, and if I didn't use it for more then a week I had to relearn using some parts of it. It was more of a hassle then it was worth.

    ZBrush get's a bad rap for it's UI but once you get into it it's not too bad. So far 3DCoat and ZBrush are working well together for me. Only time will tell. :)

  6. Yes indeed! It's pretty easy really.

    Have you downloaded the demo of ZB yet?

    Javis, Hi, no I am on mac an ZBrush has no mac demo yet so I am trying to do due diligence before I buy it and ask a lot of questions. I don't like the UI but I have tried ZBrush before and I eventually could find my way around OK. :)

  7. They only thing I thought was impressive is the rigging structure to manipulate the zspheres. This could easily be done with voxels and polygons of course. I have details on a planned feature but, I don't know if I should really mention it? Andrew would be better suited to comment on that one of course.

    OK stop teasing us like that. that's not fair! lol. :rolleyes: Does it have something to do with "Posing" voxels :yahoo: because if it does you might have just saved me from spending $600 on ZBrush.

    So what is it?

  8. ZSphere 2 seem to have a great advantage over voxel sculpting,a not destructive approach.

    Even if I really like voxel sculpting,posing a mesh is hard,and you can't do mistakes,you can't jump back and forward between poses.

    I agree. Using Voxels in 3DCoat is fine if you only want a static model but the new ability in ZBrush to "pose" and "repose" a model at any time during the sculpting process is a definite show stopper! I think the current 3DCoat posing tools should be scrapped for a "bone" type posing system that would allow you too easily pose a voxel model and then making the bones exportable to other 3D apps for animating.

  9. In fact no one of the actual graphic cards supports native display of voxels. That's why voxels are actually a volumetric calculation method but all ends up with polygons these days, 3Dcoat too. Mostly used algorithm to transform voxels to displayable polys is called "marching cubes", but there are others too. Think of voxels as a bunch of spheres in a raster see wikipedia overlayed with a polymesh for displaying them.

    You can't see those spheres in 3DC because they melted together in background mathematically and displayed live as a polymesh. As you may be imagine, there is lot of calculation running in background. Tthis is the reason for performance problems of higher voxel resolutions.

    ZB is going a slightly different way...Zspheres are a polygonal representation of a volume. The combination of them is easy, flexible and usable as a rig too. The high resolution polymesh is not generated live as in 3DC but after you're satisfied with your Zsphere model. You can switch between Polymesh and Zspheres easily for editing.

    I think this kind of workflow should be possible too for voxels. A bunch of polygonal spheres(or other geometrics) representing a volume with kind of bone like behaviour. Stick them together until you satisfied...and then transform them to voxels... :unknw:

    You said "All ends up with Polygons these days" That's a good understanding of it. So I guess both ZBrush and 3DCoat using polygons in essence but just with different mathematic equations? In ZBrush it seems you basically add details after you have created the general shape or form of the model, whereas in 3DCoat you are adding mass and details all at once.

    But it does not even come close to voxels in terms of freedom. By freedom I mean cut,paste,merge,substract functions. You cannot lay out precise hardsurface pieces based on concept art out of Zspheres. It really is for organic basemesh generation,with a very stylish and comfortable system. But frankly I think voxel+quadrangulation is way ahead of that. :)

    I agree I love the way voxels lets you sculpt without constraints but on the other hand the ability to pose and repose a model in ZBrush at any stage of the game is awfully tempting! :)

    Someone mentioned on ZBrush Central that you will be able to import a low poly mesh and then add the ZSpheres to pose it so you aren't constrained to using the ZSpheres for sculpting a base mesh. This along with GoZ will really allow for rapid modeling.

    I drool at the ability to be able to pose my models within 3DCoat like they will now be able to in ZBrush. Let's say for the sake of argument that in 3DCoat we wanted the ability to create an armature or bones either before or after we have created the voxel sculpt similar to what ZSpheres is doing.

    I think this kind of workflow should be possible too for voxels. A bunch of polygonal spheres(or other geometrics) representing a volume with kind of bone like behaviour. Stick them together until you satisfied...and then transform them to voxels... :unknw:

    Wow, let's hope Andrew get's on it ASAP!

    Lastly, do you see any "Disadvantages" to the new method ZBrush is using to apply the muscle mass? In you opinion from a technical standpoint are voxels any better than the new method of adding in mass over a ZSphere? I don't see why a person couldn't sculpt in a base mesh with ZSpheres, then import to 3DCoat, to UV and retop, then export back into ZBrush for details.

  10. ZSpheres http://www.zbrushcentral.com/zbc/showthread.php?t=073956

    Mesh Puppetry http://www.kunzhou.net/publications/MeshPuppetry.wmv

    That Video is really impressive but I am still torn between what is a better working method. The ZBrush method of using polygons and ZSpheres for posing or the 3DCoat method of using Voxels? As an artist it is essential to pose my models and the ZSpheres look so tempting but in the ZBrush ZSphere II video am I correct in thinking they are adding muscle mass using a type of spherical polygon tool and not voxels?

    I have to wonder if ZBrush has made the right move to stick with using "Polygons" rather than adopting a Voxel type system, but then again Voxels have their own set of problems with Posing and deforming when posed, so I am really interested in the best approach.

    I would be interested in your thoughts. Below I have written what I see as the benefits and weaknesses of both polygons and voxels but I am in no way a technical person so my understanding of these technologies is limited.

    Do you think you might use ZBrush for ZSpheres and 3DCoat for Retopology, Painting and UV's?

    Thanks :)

    Voxel Strengths

    I love Voxels for their ability to "unite or weld" 2 separate meshes together and for their ability to allow you to sculpt freely without worrying about deforming polygons or poly count.

    Voxel Weaknesses

    The problem with voxels is in their ability to hold a structure when bent or shaped. For example I don't see how it is possible to pose a voxel model and then have it return to it's original shape. Also if you bend a limb using voxels the overlapping voxels would intersect causing the intersected areas to fuse or weld together wouldn't they, unlike polygons which keep their shape and stay separate.

    Polygon Strengths

    Polygons are easier to deform and pose due to the fact that they have structure. They are more predictable when posing and can be reposed without worrying about deformation unlike Voxels which when deformed cannot return to their original shape.

    Polygon Weaknesses

    In the ZBrush ZSphere II video when they add the muscle mass are these not glorified polygons. If they are, then when they overlap does that not produce tons of overlapping polys underneath the outer shell when exported?

    Also when using polygons you have to always be aware of poly count and stretching of polys. You can only deform the model to a point and then the polys become stretched and you have n where to go. With voxels you can add continually with no restrictions.

  11. good ideas but some people do like to have other peoples basic meshes to start with, for example the baseman in mudbox is excellent he has no detail whatsoever but a nice even polygon distribution perfect for roughing out a character before retopo or even doing a finished character.

    I don't disagree, I just think it would be better if you could have those figures on the 3DCoat disc or the website and allow Users to "Choose" which model they would like to have at Startup. :)

  12. I noticed one thing with the brushes - if you set strength over 1(the brush curve steps out of the circle), the values above the limit don't count. This is logical with smooth(since you'd get distortion), but not logical with other brushes(increase...) allowing this could allow also better sculpting with volumes...

    Absolutely! Please add an inflate tool like in ZBrush! This tool allows you to go over any type of surface and "inflates" whatever is underneath. For example if you create a rock texture then you simply use the "inflate" tool and go over rocks to enalarge them in certain places. Also a "Rake" tool and others. The brushes in Mudbox and ZBrush work like a charm and are so plentiful. Andrew really needs to try them out before he can see their usefulness.

    I'm afraid it's impossible to explain, you just have to try it. Talking about the brushes just doesn't do them justice. I hope Andrew picks up a copy of ZBrush/Mudbox to try the brushes, A lot can be learned and time saved if he would just try it for himself. :)

  13. Personally, I don't like the idea of "Someone" creating generic male, female, busts etc. for the Startup Screen as everyones tastes are different. I never use any of the supplied models as they are just not my style so having someone create figures for the startup screen is not to my liking, but the option to allow Users to load their own base mesh figures would be really helpful.

    Rather than have someone create base figures for the "Startup Menu" that many people may not like why not have a "Repository" of figures somewhere on the website so we could share and choose a figure that was to our liking like Taros suggested and then allow users to "load" their own models into the Startup Window. :clapping:

    I would like it to remain mostly "As IS" with some minor modifications.

    Voxels

    Folder Icons for importing (leave AS IS)

    Second Option to open "blank scene" (leave AS IS)

    Sphere (1 sphere only (not 3)

    Allow Users to use their own base meshes in the import screen.

×
×
  • Create New...