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Paint Guy

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Posts posted by Paint Guy

  1. Ability to go up/down in poly count in Per Pixel and especially Microvertex. If we could press 1x, 2x, 3x, 4x, 5x, etc. like ZBrush it would be great IMO.

    The ability to deform/pose the voxel model using a low rez mesh or a kind of guides, curves could do the job, Don't you think ?

    That's the advantage of using a subdiv model in zbrush and Mudbox.

    I don't understand what posing has to do with it. Maybe you could explain. :) I am talking about this in Microvertex though as Microvertex is the closest to ZBrush. If I import a low res mesh into 3DC, then I would like the ability to press 1x and then do some sculpting, then press 2x and add more detail then 3x, more detail etc.etc. until the model is highly detailed. Then save out Displacement mapat highest resolution. Then I would like to drop the subdivisions back down to 1x (the lowest and the same poly count as was originally imported) and then export the mesh as .obj.

    There is also another reason I would like to be able to have the ability to increase and decrease subdivision or poly's. If you are working at level 5 or 6 with a lot of detail and then you decide you don't like a particular part of the model like the horns for example, you can drop down to level 1 or 2, remove the horns and then bump up to where you were at level 5 or 6 and the detail is still there. It's such a good way to work IMO because it offers so many options and possibilities, where the current method "LOCKS" you into a certain sub-D level and is very restricting.

    I hope this makes sense. I don't know if you have used ZBrush but if you have you'll know what I'm talking about. :)

    About the rake brush. I did some test, and the only thing 3dc miss is the ability to manage the drawing depth in order, for example to draw strokes UNDER higher ones,

    Have a Look at the attached pic

    That's a good start. I agree about the ability to draw depth in order. The ZBrush Rake tool works very well in the way it layers on the mesh.

  2. Andrew will we be seeing any work on any of the following in the coming days/weeks?

    Ability to go up/down in poly count in Per Pixel and especially Microvertex. If we could press 1x, 2x, 3x, 4x, 5x, etc. like ZBrush it would be great IMO.

    More improvement to brushes (It would be nice to have more brush types like "Rake" and others) Also I'm finding the brushes are not feeling as detailed as in ZBrush. I can't put my finger on it but they don't seem to apply texture as detailed. I find it really difficult to get the detail and results I want in 3DCoat but in ZBrush it just works right out of the box. Maybe the default brush settings could be set to give more detail or something. http://www.3d-coat.com/forum/index.php?showtopic=2647

    It would be nice to be able to increase/decrease poly count in microvertex like ZBrush. If I import a sculpt into ZBrush I can import it at a low poly count and then sculpt, slowly adding more detail and upping the meshcount as I go. I can also go back in mesh count to make large changes if I need to, then go up again where I left off. I also like the ability to be able to se the sculpt increase in resolution when I press 1x, 2x, 3x, 4x, 5x, 6x, in ZBrush. I prefer this over 3DCoats method of allowing you to choose an initial poly count and then you are stuck with it. Also if you could change the poly count numbers from 240, 960, 3840,15360, 61440 etc. to 1x,2x,3x,4x,5x,6x. I realize the steps go up in increments of 4 but I don't think it is necessary. http://www.3d-coat.com/forum/index.php?showtopic=2871

    Wrap Mode - Ability to tile a mask across a surface so you could create a wall of bricks for example. Also Please Add Numerical Indicators for Mask and Texture Scale, Rotation and Position!

    http://www.pixologic.com/docs/index.php/Wrap_Mode_Tutorial

    Please Add Numerical Indicators for Mask and Texture Scale, Rotation and Position

    http://www.3d-coat.com/forum/index.php?showtopic=3040

    In retopology, can we have ability to draw lines which will control seam and poly flow, so when Quadrangulate is applied the polys would follow some structure. Currently polys get twisted in arms legs etc, when using Quadrangulate. More details in Feature Requests. http://www.3d-coat.com/forum/index.php?showtopic=3027

    Please allow users to choose a render size in pixels. For example 1024 x 768 (16:9 aspect ratio) This is important as sometimes you need a specific size. And Please ability to save as .tiff too! A Render "OPTIONS" panel with ability to chhose size of render, type of file etc. Please make the render area not include the Render Panel or the top Menu.

    http://www.3d-coat.com/forum/index.php?showtopic=2767

    Also I think ZBrush "Mesh Extraction" is better than the current method of using "Extract Skin". Mesh Extraction is very fast and efficient for creating clothes, helmets, gloves and many other objects from any piece of geometry and edges remain crisp or squared off like real clothing would be and the back or inside of the extracted mesh is smooth not jagged like in 3DCoat. http://www.pixologic.com/docs/index.php/Mesh_Extraction

    Great Job on 3DCoat Andrew. :good:

  3. If possible and file is not too big please send it to me to support.

    I don't think I will be able send it as I just checked the size and it's way to big. 370 mb. No wonder it wouldn't open. :) I will recreate the arch at a lower subdivision and then see if it happens again. Thanks.

    Select several clusters with SHIFT

    Yes, I figured out that I could use "Shift" to select multiple items. Very Nice Option BTW!, but my UV map had approx. 52 separate UV's. Selecting them individually is very time consuming! Please Allow to "Command + A" (Select All) Mac. Not sure what the equivalent key on PC would be. But Please add this as it is a very common command in most software apps.

    What about other requests, please post it to Feature requests because I can loose that request (too many pages there in this thread)

    No problem Andrew, I will post in Feature Requests. In Feature Requests could you possibly give some idea of the next item or two you will be looking to improve? Thanks.

    There is change resolution in Edit->Mesh and texture resolution. But agree, you can't change resolution of cage mesh.

    Thanks. This has been requested so many times and nothing yet. Can you please tell me if this is going to happen soon? I would really like to see this in Microvertex at the least. :)

    Hey all, Before posting, please do consider this thread: http://www.3d-coat.com/forum/index.php?showtopic=3132I thank all who are paying attention to detail. Hooah? Hooah! ;)

    My apologies Gavin. I will post to feature requests from now on. :)

  4. Using 3DCoat 3.00.08L Mac

    Mac OS 10.5.4

    12 GB Ram

    GEForce 8800 GT Card

    Bug?

    I was working in Microvertex on a Archway and saved as a .3B file. Now I can't open the file as 3DC gives me an OOM prompt!

    Congratulations! :yahoo:

    1. I don't know if you did any improving to the retop tools but the "Add/Split" tool seems to work much better for me now. Thanks!

    2. Also the ability to scale, move and rotate the UV maps now is FANTASTIC!. Is there a way to select all of the UV map pieces at once? I tried Command + A which is Select All on mac but it didn't select everything. Can you add this option?

    Andrew will we be seeing any work on any of the following in the coming days/weeks?

    Ability to go up/down in poly count in Per Pixel and especially Microvertex. If we could press 1x, 2x, 3x, 4x, 5x, etc. like ZBrush it would be great IMO.

    More improvement to brushes (It would be nice to have more brush types like "Rake" and others) Also I'm finding the brushes are not feeling as detailed as in ZBrush. I can't put my finger on it but they don't seem to apply texture as detailed. I find it really difficult to get the detail and results I want in 3DCoat but in ZBrush it just works right out of the box. Maybe the default brush settings could be set to give more detail or something. http://www.3d-coat.com/forum/index.php?showtopic=2647

    It would be nice to be able to increase/decrease poly count in microvertex like ZBrush. If I import a sculpt into ZBrush I can import it at a low poly count and then sculpt, slowly adding more detail and upping the meshcount as I go. I can also go back in mesh count to make large changes if I need to, then go up again where I left off. I also like the ability to be able to se the sculpt increase in resolution when I press 1x, 2x, 3x, 4x, 5x, 6x, in ZBrush. I prefer this over 3DCoats method of allowing you to choose an initial poly count and then you are stuck with it. Also if you could change the poly count numbers from 240, 960, 3840,15360, 61440 etc. to 1x,2x,3x,4x,5x,6x. I realize the steps go up in increments of 4 but I don't think it is necessary. http://www.3d-coat.com/forum/index.php?showtopic=2871

    Wrap Mode - Ability to tile a mask across a surface so you could create a wall of bricks for example. Also Please Add Numerical Indicators for Mask and Texture Scale, Rotation and Position!

    http://www.pixologic.com/docs/index.php/Wrap_Mode_Tutorial

    Please Add Numerical Indicators for Mask and Texture Scale, Rotation and Position

    http://www.3d-coat.com/forum/index.php?showtopic=3040

    In retopology, can we have ability to draw lines which will control seam and poly flow, so when Quadrangulate is applied the polys would follow some structure. Currently polys get twisted in arms legs etc, when using Quadrangulate. More details in Feature Requests. http://www.3d-coat.com/forum/index.php?showtopic=3027

    Please allow users to choose a render size in pixels. For example 1024 x 768 (16:9 aspect ratio) This is important as sometimes you need a specific size. And Please ability to save as .tiff too! A Render "OPTIONS" panel with ability to chhose size of render, type of file etc. Please make the render area not include the Render Panel or the top Menu.

    http://www.3d-coat.com/forum/index.php?showtopic=2767

    Also I think ZBrush "Mesh Extraction" is better than the current method of using "Extract Skin". Mesh Extraction is very fast and efficient for creating clothes, helmets, gloves and many other objects from any piece of geometry and edges remain crisp or squared off like real clothing would be and the back or inside of the extracted mesh is smooth not jagged like in 3DCoat. http://www.pixologic.com/docs/index.php/Mesh_Extraction

    You are doing a Good Job Andrew. :good:

  5. I do all of my modeling within Cinema 4D so I myself don't see a real need for the sketch tool, but I can see where other people who don't model might find it helpful.

    I just hope 3DCoat doesn't try to be all things to all people if you know what I mean. There are a gizzillion different cutesy ideas you could add to 3D Coat but I believe that Andrew will focus on improving the "Core" features like retopology, Painting UVing and Sculpting. :)

  6. V?ry curious about this new sketch tool! Is it photogrammetry?!

    If this is the case you could build a model very quickly using a greyscale image or a shaded pencil sketch. How cool would that be :)

    Faster Retop

    Now my wish would be to be able to "Somehow" speed up the retopology end of things or allow "Quadrangulate" to somehow have more predictable results or quads that would flow along proper seam lines, so the quads would flow more in a straight line along arms, legs, torso etc. Right now the quads twist when quadrangulate is applied to an arm or leg. I think this has to do with the Voxels being like clay and not uniform so the polys just map to the contour and disregards edgeflow.

    I suggested a while back (feature requests) a simple solution for quick retopology, where a person could draw in the edgeflow and then Quadrangulate could fill in the gaps with Quads. This would allow for a predictable edgeflow and would not require the time consuming task of manually adding each poly.

    You would "Mark" where you wanted your edges to go, so for example you could mark down the front and back of the leg and then use Quadrangulate to fill in the quads automatically. There may be some small adjustments of the polys but you could use the Retop "Brush" tool for that. Currently if you quadrangulate a leg the polys will be twisted and "Unorganized" so they need to be retoped by hand to fix. This method may be a real time saver and allow for quicker retop.

  7. Ok :) let me show you my workflow steps:

    post-1407-1247856990_thumb.jpg

    As you can see, i cheated a little :) And you can also see why 3D-Coat definitly need subdivs with edge creasing.

    Really nice Tinker. I notice the detail is not in step 4 but in Step 5 & 6, so are the details you're getting in steps 5 & 6 saved as displacement map? You aren't retopologizing the model after step 6 are you?

    Thanks :)

  8. Here is another thought for rapid retopology, I wonder would it be poossible to set out a system where the user lays out a few guides on there mesh, Let me explain further, you cold lay down curves or similar to guide the quadrangluation edgeflow, say for instance you have a leg if prior to the quadrangulation you lay down a curve running though the internal of the leg could you not use that curve to lay down edgeflow and simply shrink wrap it to the surface of the voxels giving a more predictable outcome to quadranulation that is closer to what is required for re usabillity in say animation? that way quadrangulation would yeild better results the could be used as a base to further retopologise for practicality. currently quadrangulation is pretty useless for anything other than a static render or protoytping.

    or maybe a quadrangualtion and retop tool hybrid system where you draw a few seams and quadranulation intelegently fills the gaps?

    LJB, great timing, I have been mulling over ideas for rapid retopology for weeks and I'm glad you brought it up! :)

    I think the retopology tools need to be changed to allow you to have a more predicatable outcome. The problems are twofold.

    1.Quadrangulate Tool

    Advantages - Very fast retopology

    Disadvantages - Unpredictable outcome and topology flow is very unnatural IMO

    2.Retopology Tool

    Advantages - Allows for creation of clean topology

    Disadvantages - Very time consuming!

    I really like the idea of being able to give the quadrangulate tools some direction. If a person could draw/paint a line down the front and back of an arm or leg and then there was a tool that you could click in the empty space to fill in the topology this would be huge! Then you could move up vertically and draw lines to add polygons. I don't know, maybe this is possible now.

    My biggest problem is working out edgeflow using the current tools. I would REALLY like to be able to plan the edges FIRST and then fill in the spaces so to speak. This would allow for proper edgeflow which Quadrangulate does not produce and would speed up retopology immensely.

  9. Voxel primitives should follow the symmetry rules. For example, I just used a primitive sphere to make an eye ball for my character. I would assume that if I make the right eye with symmetry on the left eye would also be made. I'm not really sure how I'm going to make the other eye now.

    Phil, I had this exact problem a few days ago, I created a sphere in Voxels with Symmetry on but the sphere was not duplicated. I found the best way was to create a sphere primitive in Voxels as they do work with symmetry but I agree it would be great if symmetry would work with voxel objects. :)

  10. If you install a new version without delete your old preset, I think your old preset will not be changed. :)

    That would make sense but I never have made a preset or anything and I would not use black as a shader color. Confused!

    I just don't see why the default color is black, so unless you change it the objects will load completely black! I'm sure I must be missing something because I can't see this as being the way it should work. Andrew, look at ZBrush or Mudbox, they both load with a clay color and I thought past versions of 3DCoat did the same?

  11. This is because you have chosen default shader and your current color s black. Press 'B' and choose another color.

    Thanks Andrew. All I did was launch 3DCoat and I did not change any colors, so does this must mean the default color is black unless I change it?

    I think it would be better to have 3DCoat "Always" use a lighter color for the default clay color. If a person wants to change it then they can but having it black as default is not a good thing IMO because then you have to take another step to change the color or shader before you can sculpt and not everyone knows "B" is used to change color.

    Maybe I am not understanding, but in past versions the default color on launch was a lighter color than black so you could sculpt immediately. ZBrush and Mudbox both start off with a clay color so I think something similar would be better.

    Maybe I just don't understand!

  12. Andrew just implemented a material 'liquify' capacity in the latest beta (so request #1 = pretty much granted). :)

    (I do like that it seems to conform a bit to the model, tho, in those videos)

    Wailingmonkey, is there a tutorial somewhere explaining how to use this tool. If not could you please give a brief explanation to get me started! :)

    Thanks

  13. Wow very cool and unique style you have going there Juan and just the right amount of detail!

    I would love it if you could do a video tutorial sometime to show the process!

    Anyways excellent and keep em coming! :)

  14. 3DCoat Ver. 3.00.08G(GL) Mac

    Thanks Andrew for allowing layers to be renamed by double clicking! :)

    Default Objects Load Totally Black

    Problem - In voxels the default sphere, cube, cylinder loads totally black. This makes it impossible to sculpt until a shader is selected. I think this is a bug as objects loaded before loaded with a lighter shader.

    Ghosting

    I am getting "Ghosting" from previous sculpts.(see image) I open new files and the "Ghosting" is still there.

    post-920-1247524375_thumb.jpg

    Current Camera

    In Camera Views. Would it be possible to have the "Current" View visible at the top of the UI instead of it just saying "Camera"? If a person is in the (top, right, side) view the camera always says "Camera". It would be very helpful if instead of camera the readout would display the current camera view name like "Top" for example. Thanks.

    Please Lock Camera in Top, Side, Front etc. and only allow rotation in Perspective View

    When I am in the top, side, left or right camera view and using a mask on a wall if I go to far to the edge of the wall with the brush tool the camera or model will rotate and then it is no longer in orthographic view mode and the mask is then misaligned. This is extremely problematic as there is no way to get the mask back to it's original position even after selecting the "Top" camera again and a person has to start over again.

    This would not be a problem if after you choose a top view the camera could not rotate around. In other 3D modeling software (Cinema 4D, Modo, Maya, Max etc.) when you choose the "top, side or left" views you cannot rotate around the object so there is no problem with losing the position of the model. In 3DCoat if you are in top view (orthographic) you can rotate and easily mess everything up. In 3DCoat If all the views (top, left, right, front and back) were to all "LOCK" and rotation was only allowed in "Perspective" mode like other 3D applications this would allow a person to apply a mask or paint without the camera rotating and ruining the position of the mask.

    Thanks :)

  15. post-920-1247521762_thumb.jpg

    Please Add Numerical Indicators for Mask and Texture Scale, Rotation and Position

    Would it be possible to add a percentage% in the Mask Preview Options to indicate the mask and texture sizes. (See Image)

    Problem - Masks can be scaled but there is no indicator of mask size. This is problematic if you scale a mask (like a brick texture for example) to a specific size and then need to come back and use that same brick scale again.

    Solution - What if you could select a mask and there was an numerical indicator in the "Mask Preview Options" (see image) listing the size, rotation or position of a mask or texture. This would allow a person to scale a mask or texture to a particular size then resize the mask or choose another mask and still be able to come back to the original mask and key in the size and not have to worry about it not matching a previously scaled size.

    For starters it would even be good to have the ability to have a percentage for the "Scale" to start then this would be very helpful so when I apply a mask I will know the sizes are consistent.

    Thanks :)

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