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Taros

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Posts posted by Taros

  1. some of these are nice ideas, I think the last image with just the 3DC in the first post is the most reasonable although it would be nice if the the green matched the green on the dripping ball and the black was gray like the ball just to keep it all on brand.

    Personally I dont think much can be achieved in a thread like this, we can throw around ideas yeah thats cool but in general a logo cannot be designed by commitee(or forum) it just takes to long and ends up being a compromise of everyones likes and dislikes and results in something boring. Let a proper designer have a go at it alone and then just accept what you get, I know some of us on here are designers but sometimes we have to step down from our high horse and just let someone else make the decisions for us. Personally I think the current 3D coat logo and branding are fine as they are and anything that we come up with here is merely for fun in your spare time as Taros said. In my opinion if we really want to help develop the software we should be helping get rid of bugs and also making it clear to the developers which parts of 3D coat we feel are unfinished or below the competitors standards.

    Totally agree.

    I didn't wanted to upset someone with my comment. That's the reason why I've used the emoticon. A open community is a really wrong place to develop a blip/trademark. I don't have a problem to offer some designs for a open voting, but not to develop them.

    And in my personal opinion the current logo is ok like it is. You will always find a better one. But why change the current? There is no reason to do it, at the moment.

    And don't forget: Andrew never beg for a change...

    Best regards

    Chris

    :) (still friendly)

  2. V.86: Voxel curves stays after reset to New Scene

    How to reproduce:

    - Voxel mode: Choose curve tool. Set some curves.

    - Go to main menu and choose File->New.

    The created (virtual) curves stays. I expect a clean scene.

    Be creative

    Chris

  3. Super Heroes

    Something fun I started a while back.

    Decided to work on it more after seeing Oliver Thorntons Venom piece in WIP-s.

    Your image compositions looks "quick and dirty". Take more time for them or concentrate on the models. Your modeling skills are better up to now, then your collages.

    Best regards

    Chris

  4. V.86: "Flatten tool" artefacts

    When I am using the flatten tool, it produces artefacts in the model. See the attached video for examples.

    By the way: I don't like the flatten tool, currently. It is half-baked.

    I like the scrape tool much more. The scrape tool is the true "flatten tool" for me. The scrape tool works much cleaner und better. I guess, there is no need for the current flatten tool, like it is for now.

    Flatten tool artefacts example -> Click me... (DivX, ~17 MBytes)

    Regards from germany

    Chris

  5. V85: Cavity display bug.

    This bug appears in version 85 again. In Version 84 it was fixed, first time on my system. But in v84 there was a shadow bug, too.

    And now in v85: the shadow bug is gone, but the cavity display bug appears again.

    Following a video, that shows it.

    I am using a GeForce 8800 GTS with 512 MB memory.

    Regards

    Chris

    -> Example Video (7,5 MB - DivX)

    The cavity&shadow display bug still exists in version 86.

    Do someone have the same problem? To evaluate: go to the voxel mode, choose a voxel-shader with cavity elements, f.e. the "red wax"-shader or the "bronze"-shader. Then got to the voxel main menu and swich "cast shadows" on.

    Really a pity.

    Regards

    Chris

  6. V85: Cavity display bug.

    This bug appears in version 85 again. In Version 84 it was fixed, first time on my system. But in v84 there was a shadow bug, too.

    And now in v85: the shadow bug is gone, but the cavity display bug appears again.

    Following a video, that shows it.

    I am using a GeForce 8800 GTS with 512 MB memory.

    Regards

    Chris

    -> Example Video (7,5 MB - DivX)

  7. Once i had an idea about visual setup of reference images, you just put the two images on background (of course it works with even more images as well) and then draw two lines on both of them. Then the algorythm should place, scale, rotate or even correct perspective (if the lines are concurrent or divergent) of these two images.

    You only have to decide whitch lines hsould be horizontal and which should be vertical (in case when they will be getting near 45 degrees, but those would be very bad references :) )

    This should be faster, more intuitive and maybe even more precise then numeric input in image reference setup.

    In the exapmle below will be in the end all lines horizontal and side and back image will have the same distance between red "rails". If you can treat reference image as polygon, this transformations could be quite simple.

    This is not really necessary if you have a good 2D tool like Photoshop. But I've seen your idea in the upcoming Modo Version, there in the texture editor.

  8. Hi.

    I talked with a acquaintance of mine. He is very experienced in skulpting and using tools like ZB and MB from the beginning. He knows the software "claytools", too.

    He told me about a very nice an productive feature, that could be useful for the current version of 3DC:

    1. What about the idea to paint curves on the voxel object and use them like pathes or guides for the brush? The brush could automaticly align/snap to the curve and follow the path.

    2. What about another idea with curves: You paint a curve. Then you can "drag" the curvepoints and the voxel-skin follows the curve, the skin should be "sticked to the curve". Then it would be very easy and very effective to make sharp voxel-edges.

    On the bottom you see my example for the ideas.

    3dc_feature01.jpg

  9. Alpha 83 cuda: I have an voxel-object, that is impossible to retopo manually. The retopo-polygons are invisible after setting.

    ...

    My fault: I've tried to retopo the wrong side. I've always tried to retopo the opposite site of the object, the mirrored one. It is not possible, to retopo on both sides, right?

  10. I'm a little curious Taros, are you running in the GL or Cuda version 3DCoat, i'm wondering if Cuda will have better performance ?

    I realize the need to go to 64bit, i myself am on the journey to 64 bit, but as you mentioned why do it when you have a good running machine, for me i will by a an extra system, 64bit, for the explicit purpose of installing software such as 3DCoat, Photoshop, 3DS Max and so on. I want to keep the other pc for trialling software and maybe using as a render farm + general daily tasks :)

    Your question: Yes, I'am working in CUDA-mode only. It is twice as fast as without cuda. I use a GForce 8800 GTS with 512MB RAM.

    Yes, this will be the same what I will do. I plan to buy a new PC and this one will have a 64 bit system and probably two intel xeon processors. But the minimum will be a 64 bit system, with 8 Gbytes of Ram, hopefully 16 GBytes. The new one will be my next workstation.

    Regards

    Chris

  11. [sOLVED]

    Alpha 83 cuda: I have an voxel-object, that is impossible to retopo manually. The retopo-polygons are invisible after setting.

    You can download it here: -> [sOLVED]

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