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Taros

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Everything posted by Taros

  1. @Raul: Does this website helps you to improve your work maybe? The link was already posted sometime ago in teh 3D-Coat forums, but I think the rules there fits very good to your current topics. Every modeler should know this site and the rules that come with: Shifting grid topology keys
  2. Also bei mir fluppt das super... In v.4.5.37. Kannst Du bitte die Steps im Detail aufschreiben, damit man das mal nachvollziehen kann?
  3. Very nice. But can't waint to see the quad strokes too. The tests are really good, but not how a experienced artist would define topology. Whatever - great work Raul!
  4. OK. My last clean install is some time ago. I have overlooked that. Sorry. It is something pilgway should check definitely.
  5. Don't forget to lock the environment for sculpting and set the greyscale panorama. This help a lot.
  6. No. The new shader model does not support this as I know. But you can create a new shader from the default und set the values to be very similar to the old one. An alternative could be to convert the old shaders to the new shader model. But I guess they will still not look the same like in v19. To convert them there is an option to be found in the "Edit" menu item, it is the last item in the list.
  7. I moved to blender a year ago now, and I am very pleased and positive surprised anew for every day. It was a personal decision and I moved from softimage to blender.
  8. If you already decided to reinstall vista why not install windows 10 instead of this? I am sure it would work like a charm even on your old machine.Give it a try before buying a new workstation.
  9. Hauptmenu->Bearbeiten->Alle Ebenen im externen Editor bearbeiten oder Hauptmenu->Bearbeiten->Aktive Ebene im externen Editor bearbeiten Tadaaaa! Die Funktion gibt es seit einigen Jahren in 3D-Coat. WICHTIG: Nicht die Wireframe-Ebene löschen oder umbenennen! Auch nicht die Ebene 0 löschen oder umbenennen. Du darfst dich auf den anderen Ebenen sonst austoben, sie löschen, neu anlegen usw. Effekt-Ebenen aus Shoppe werden nicht übernommen. Nur normale Ebenen. Nachdem Du deine Änderungen vorgenommen hast, einfach abspeichern und zu 3D-Coat wechseln. Dort werden Deine Anpassungen dann auch gleich aktualisiert. Viel Spaß Chris
  10. I would like to explain how an artist think, who use your tools. Of course the following infos are subjective, but may help you. 1. Here are three important model categories for artists who are retopologizing or modeling: a ) The primary models. Objects of this category are mostly animated or plays a main role in the project. b ) The secondary models. Such kind of objects are not important and in most cases not animated. c ) The environment. Such models build the complete landscapes or fill landscapes. Examples for category 1: Mainly Characters or Vehicles Examples for categroy 2: Props like tables, rocks, sometimes vegetation or weapons Examples for category 3: Levels, buildings and all kind of big or static elements Some description how we artists work (from my point of view): When an artist use your tools for characters, then we will try to define all main polyflows first. At the beginning an artist completely ignores the filling elements of a mesh, like big shapes and plain areas. The reason for this is the need to get the most flexible object for animation. Dynamic parts around eyes or the mouth needs clean poly circles without any tris or stars. So the artist will try to define this elements first and concentrate on them. He will create clean rings around holes and all other flexible elements, like arms or finger connections and bending parts like elbows and knees. When the most important rings are defined, we try to fill them as exactly as possible. To achieve this we try to create straight polyflows between the single rings to connect them as clean as possible. While this process we try to get always quads, I mean ALWAYS! When there is a situation where a tri appear, I am reconstructing my mesh at this area in the most cases to achieve a clean quad mesh. I know a lot of modelers doing the same way just to get the best result. I try to never create tris. The only exeption are models from category 2 or 3. There tris are not critical. I am shure my explanation is just a repetition of information, you already have. But what I want to reach is, to transport you what kind of your tools will be used the most time later. I hope this helps you to set the right priority. One example of the current situation in my opinion: You created a curve creation mode for your great QuadPaint tool. But from my point of view this kind of curve creation is just an interesting playground for creating "dynamic" curves with tension. But an artist do not need dynamic and heavy controllable tools like this curves. For me bezier handled curves or the already nice implemented curve system in 3D-Coat is much better than yours. Why? Because the other curves gives me the most control. Don't misunderstand me. I like you work a lot and it shows us the future of the retopo tools in 3D-Coat. But never forget to create tools that gives us the best control please. When I adjust your kind of curves for example, then I "hate" it when the curves start to move by tension. This always force me to correct already nice set pathes again. In this situation I have to redo or adjust already well defined shapes. This is something you should improve for the final version. If you like, you can keep the dynamic creation as an option, but in my opinion we need more controlable curve creation. At the end I will use just three of your tools: 1. Paint Quadstrips to get great poly flows and... 2. ... fill them with RFill (It is already a great time saver!!! ) 3. Use QuadPaint for technical parts. I think this will be used less than the other ones but is important too. This are just my two cents to improve your work. Thank you very much for your efforts Raul. You are on the right way with your development. Chris
  11. Raul, can you explain how Quadstrip works please? Or do we have a pre alpha stage and it has no functionality yet?
  12. RFill fills holes in a very nice way. QuadPaint Tool works by creating closed curve shapes and use Apply then. Both tools are unstable! Be careful. I don't know how to use Quadstrip. I guess it is in an pre alpha stage. Better don't touch it.
  13. The adjusted 3D spline results in problems with complex shapes. See my attachment please. Can this be corrected?
  14. Exactly. Just use right click on the default shader, make a copy and change your options like color etc. It is really easy.
  15. Just wanted to say: All this sounds really impressive. What I can not await to see is the preview mode. It is really important for nondestructive kind of work. Real non destruction would actually mean: you can always adjust your placed curves. I mean all the time. Even if the curves has been converted to mesh. But a preview already helps. I like the Dons idea too, he mentioned above by the way. And the pole argument is really good. As soon as we can set curves without attaching them to a base object, then we have very strong modelng tool instead of just for retopo... Best wishes Chris
  16. Important problem in pose tool. 1. In Line selection mode I can not substract areas by using CTRL-key. Can anyone confirm this bug please? 2. Undo selection in pose tool does not work immadiately, only by using it second time.
  17. I am posting news about the beta releases on my website, my tweet and in Google plus since a long time. Maybe this is interesting for you? Just look into my footer here for more information.Best wishes Chris
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