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Taros

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Everything posted by Taros

  1. Thank you for your answers. All is right currently. I don't want to interrupt a running development right now. It's just a suggestion to get a better understanding of the users. I know the mechanics of sending E-Mails or a direct chat. I know Andrew already a long time and we are in contact. If I see an urgent problem from a pro point of view, then I am the 1st who send a message to fix it and creates detailed docs about the issue. So this is not the problem. And as I said. I still need 3D Coat, because there are some unique workflows inside. Beside my mention I would like to see a more intenisive use of mantis like Haikalle writes. But the community is forcing us to use the forums. The best way would be to have a small but professional testing party, that is independent of the big community and has priority and works organised. But this is not my decision of course. Best wishes Chris
  2. An open letter to Andrew. Andrew, some years ago you have worked with 3D-Coat yourself and created a nice personal project. It was a 3D sculpture of an ant animal. While this small personal project you have realised how well your own product work and where it stuck or make it really hard to work with. You have learned a lot and improved some important workflows and fixed bugs within this time. At the time it was your personal project experience with your own tool that pushed 3D-Coat a lot. More than every user post in the forums. I'm a professional user and I don't bet for brand new features here or a faster tool. It't much easier: My personal request: Andrew, please stop developing 3D-Coat, not forever but just for a while. Stop programming 3D-Coat for one or two weeks and take some time to create a new own project in 3D-Coat. Just for you. Close all doors and don't talk to someone of the communiy. I'm shure this will give you the needed distance to the development and I am shure it will open you some really big issues in your great tool. I know you have a lot of work and the team grew, but it would change a lot if you would do this. You don't need pages of community threads to see what is wrong with 3D-Coat. Just use your tool. Try to find a project where the most features of your app will be needed. I am writing this, because it's still possible. Pilgway is a small and friendly team, where people get feedback fast and directly from the leads. This is not something natural in the industry. The 3D-Coat users have still really big problems in different areas while working with 3D-Coat. Crashes are not rare, tools are broken and basic functions like an undo are still missing in a lot of areas. This is a fact since years. After a longer brake (About one year) I've implemented 3D-Coat into my current client project. After some hours of work in 3D-Coats paint and UV room it was like a deja vu for me. A bunch of old problems still exists and 3D-Coat feels like an alpha tool. Sadly for me this recognition is nothing new - and nothing nice, too. Because I know 3D-Coat like this since I am working with it. And I am one of the first users. I bought 3D-Coat when it was called "3D-Brush". This is more than 10 years ago. Some time ago I've bought Allgorithmics tools, too. They became industry standard so it was a must for me as a professional to use their package. My clients asked for it too. So I know what happens in the industry. 3D-Coat still has some really great and important features, where other tools are still dreaming of. Some of the features are simple paint functions like afterward mirror copy or multiple object painting - somethnig completely normal for 3D-coat users but day dreams for others. 3D-Coat shows always what could be possible. So please try to get your time, Andrew. Please USE your own tool. Forget coding for some weeks and you will feel the same pain we feel very often. My letter sounds maybe a bit harsh, but it's the truth. I respect all the developers work and love some new implementations like instant meshes. But it's really time for a stable tool with a correct working undo function and a lot more that feels like started but not finished. I will still do my work with 3D-Coat, like the most time. But I will do it as long as I will not get the same features in other tools that became better slowly. Best wishes Chris PS: For everybody who don't know me. I am working since over 10 years with 3D-Coat and know what I'm talking about. Some of the todays features of 3D-Coat are based on my ideas and a collaboration with Andrew. I'm an official trainer for 3D-Coat too and have translated the german version of the tool. The mantis bug tracking was an idea of mine too, but for any reason everybody seem to like chaos more and use the forums for bug posts since years... But I've accepted it.
  3. Just for info: After working some some time with the new curves I like them. Will post bugs if see some.
  4. Tested the new curves the 1st time. Do someone knows how to add a new point inbetween two selected points? Or add a point to an existing curve at any position??? I'm working since over 20 years with vector tools, but for any reason I am not able to do this. Is it not supported (yet) ? EDIT: Found it... it was hidden (?!?!?!) You have to double click on a curve. Why?! Why not supporting already existing standards and then improve them? Just watch Illustrator for example or Corel Draw to see how they solved this. Try to keep standards. But the new curves is a step forward.
  5. From the album: Artworks

    For my collegues of Gaming Minds Studios I have created a 3D character prototype while the preproduction of their last hit Railway Empire. In the preproduction of Railway Empire we experimented with several types of Charakter styles. The Western Lady were sculpted in 3D-Coat., the textures and retopology were also done there. I transferred the model into Blender and set a very simple face rig, based on shape keys. The hair was created with Blenders hair system. The final is rendered with Blender Cycles. There was an arm rig too, but we rejected it. Even if the char went not into the final game, I like the Lady a lot and like to present it to you today. I have made some improvements in the hair style and used my CW Eye Material for her eyes. Drop me a line if you have any questions.
  6. From the album: Artworks

    You maybe know my old fantasy character called Windrunner. I never really finished the figure, so it disappeared in my harddisk for a long period. In the last months I like to experiment with blender materials. So I took my old 3D-Coat sculpting and added some new materials to it, completely created in blender. The interesting about the materials is, they are completely procedural. No UVs are used. The only texture I used is the normal map for the weapon. But the Rusty Gold and the Cold Lava materials are completely procedural. The Figure and the Stones are from 3D-Coat. I added the teeth and the foundation in blender too. The weapon is from my free 3D-Coat tutorials on YouTube, you maybe already know. If you have any questions drop me a line.
  7. From the album: Artworks

    You maybe know my old fantasy character called Windrunner. I never really finished the figure, so it disappeared in my harddisk for a long period. In the last months I like to experiment with blender materials. So I took my old 3D-Coat sculpting and added some new materials to it, completely created in blender. The interesting about the materials is, they are completely procedural. No UVs are used. The only texture I used is the normal map for the weapon. But the Rusty Gold and the Cold Lava materials are completely procedural. The Figure and the Stones are from 3D-Coat. I added the teeth and the foundation in blender too. The weapon is from my free 3D-Coat tutorials on YouTube, you maybe already know. If you have any questions drop me a line.
  8. Taros

    Windrunner Statue

    From the album: Artworks

    You maybe know my old fantasy character called Windrunner. I never really finished the figure, so it disappeared in my harddisk for a long period. In the last months I like to experiment with blender materials. So I took my old 3D-Coat sculpting and added some new materials to it, completely created in blender. The interesting about the materials is, they are completely procedural. No UVs are used. The only texture I used is the normal map for the weapon. But the Rusty Gold and the Cold Lava materials are completely procedural. The Figure and the Stones are from 3D-Coat. I added the teeth and the foundation in blender too. The weapon is from my free 3D-Coat tutorials on YouTube, you maybe already know. If you have any questions drop me a line.
  9. What happened to the great unwrap routines in 3D-Coat? I have problems when unwrapping models in 3D-Coat since some time. First I was not shure if this was a real issue. But since I am working more in blender I have the feeling something is wrong with the unwrap routines of 3D-Coat. What I have done is to try to unwrap a special capsule model in 3D-Coat. I needed such a model for my current project and it was not possible to get a nice UV map in 3D-Coat. So I tried it in blender. I did not expect blender would make the job better, because I know the good 3DC routines. But I was wrong... blender made it much better. So please are you so kind and check, why a tool like 3D-Coat is not able to unwrap my example model well? I observe warped uv islands since some time in 3D-Coat but never thought it could be a problem with the app. But it seem so. In the future I will use the blender internal unwrap more. See my screenshot for the problem. I have attached the model to this post too. Thanks Chris capsule_unwrap.obj
  10. 4.8.09 I am missing the stencil projection controls in the top viewport when using a smart material mask/texture. How to activate them? I mean the buttons to move, rotate and scale a mask/stencil.
  11. I do not use facebook so when I visit the link I do not see something.
  12. There is no new curves option to active in preferences... where can I find it? Or did you disabled it for safety?
  13. If the uv room is a kind of "uv workbench" then you are right. This should be communicated better, in my opinion.
  14. BUG in UV-Room: 1. Start with a default pixel painting sphere. Press Shift+W to see UV seams. 2. Got to UV room 3. Press "Unwrap" -> You will get new UV islands. That is ok. 4. Now go back to Paint room -> Press "Cancel" in the dialog to ignore your UV changes 5. View your UV seams -> All seems ok... but: 6. Go back to UV room again -> Chack your UV preview window: All UVs are still unwrapped but not like origin. This means: the "Cancel" button does not work!!! Can someone confirm this bug please? Best wishes Chris
  15. "Bug" Retopo room: "Use visible paint objects as retopo" is buggy. All objects will be used as retopo, not the visible only... So the sentence is a bit confusing. I would like to import the visible only or better: select the objects that have to be moved to the retopo room please. By the way: It would be very helpful to select which subobject have to be exported out of the paint room please. Not the whole scene.
  16. Im UV room: 1. Island auswählen 2. Links im Menu Selected->Hide Fertig... Wenn man nur das selektierte Island sehen will: auswählen, invert, hide... Alles wieder einblenden: Selected->Unhide/Unhide All Grüße Chris
  17. Bug: Background->Ref-image can not be replaced, if using the same file name for replacing image. How to reproduce: 1. Create a background image: f.e. myimage.png 2. Set it to one of the axis in 3DC and close guides. 3. Edit myimage.png in your external program (photoshop f.e.) and replace the origin file with the update. 4. Edit image placement in 3DC and try to load the new version of myimage.png. -> No changes. 3DC seem to use the file in the cache instead of reloading it from disk. The only workaroud is to save myimage.png using a new name. This happend to alphas and stencils in the history too. I hope it was fixed there. Have not tried it. Can someone reproduce this? Best wishes Chris
  18. Ich weiß, was Du meinst vidi. Ich habe hier Version 4.7.35 und da bewegen sich die Punkte ausgeblendeter Islands nicht mit. Das müsst jetzt eine Weile gehen. Aber wenn man sie einblendet, dann bewegt man weiterhin alle sichtbaren Punkte. Und sobald sie zu nahe kommen, dann verschmelzen sie auch miteinander. Leider...
  19. Hey Carlos. Thank you for the hint. Did not realised this option. How long is this feature already implemented? But even if it helps: It does not help to find materials in a fast way. There are still too many open tasks here. The idea to switch folders off is a nice workaround and helps, but it should be concepted out and implemented better to fulfill the most needs. I still hope for my idea will be implemented sometime.
  20. Thanks. What is "IL" 1.2 ? EDIT: Ok. Got it. You mean "Instant Light".
  21. Another try to improve 3DC gui. My attached concept explains a way how window folders should be displayed in the future. It is needed for all areas and one of the most important improvements in my eyes. Drop your 2 cents if you like it. Thank you Chris
  22. V 4.7.34: Render room seems to be buggy. Made a quick test with a default sphere (Per pixel mode). 3DC render does not stop when Realtime Render is on. After switching off, there are artefacts on the sphere.
  23. I don't know if someone already wrote a small concept for a better smart material system. So I try to do it here. In my opinion it is really easy to understand. Of course I do not know how hard the follwing features are to code. But anyway. Advanced smart material concept ideas by Christoph: What is a LINKED smart material in 3D Coat in the future? You can link a smart material to one or more layers. This means you click with the RMB on a smart material within your smart material library and set this material to an active paint layer. You can link one material to as many layers as you want. What happens then? a ) If you change the origin linked material in the library, then ALL linked layers gets the new smart material values and refreshes immediately. b ) If you change a linked material locally (by clicking the RMB layer menu) then the same happen like in step a: all linked layers and the origin material in the library refreshes. And why this? Because they are ALL "linked". They are all using the same informations. It is logic isn't it? What is an ATTACHED/LOCAL smart material in 3D Coat? I like the idea to convert a linked smart material to "local" or attach it to an individual layer to use it there only. I like the word "local" in this case more then attached. So what does an attached or local material mean? a ) You can attach a material to one or multiple layers one by one. But every layer with an ATTACHED material became idividual. You can change individual smart material values, but only the layer where the material is attached refreshes. No changes in other layers. No changes in the main library. Just local changes. Example: You have an attached red material in layer A and layer B. Both has the same attached material. But if you change one of them, only the changed layer gets the new values. The other one stays. This is the current model we have in 3D Coat. Result We should have three kind of paint layer situations in the future: 1 ) A layer with an linked smart material: One or more layers has linked materials. All this layer content changes, as soon as we change the linked smart material. By using the layer menu or by changing it in the main library. 2 ) A layer with an local/attached layer: One or more layers has attached materials. Every material is individual. You can change them locally. Even the origin material in the library will not refresh if you change a layer whitch was attached with it. Every information ist local. A small icon inside the material thumbnail in the layer could mark a local layer material. 3 ) A combi layer (default). What is a combi layer? A combi layer is a combination of different paint informations. You have painted with several smart materials or just colors within this single layer. There is no specific linking or attachment to a single material because you used multiple painting informations and colors. So 3D Coat do not know (yet) what part in the layer have to be refreshed. But if you link or attach a new material to a combi layer, all information will be replaced by the new material. And you have a situation like point 1 or 2 above. So. What is the problem to understand this? It would serve nearly all needs, right? Thank you for your time Chris PS: Maybe in the future Andrew will develop a way to link to locally painted strokes. So we can maybe refresh a painted area of a single layer. But this is science fiction for now...
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