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Andrew Shpagin

V4.1 BETA (experimental 4.1.17D)

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...and also, I noticed that "REPLACE GEOMETRY" is an option for PPP mode, but not MV mode. Also, when importing a mesh into the Retopo room, 3D Coat ALWAYS crams multiple UV maps into the same space. Now if 3D Coat separates them when importing into the Paint Room, why not the Retopo Room. This just forces the user to do more work....unnecessarily.

 

One can also dial down the opacity on a retopo mesh...so the different colors aren't so blown out. But no such option exists in the UV room. CONSISTENCY. CONSISTENCY. CONSISTENCY. CONSISTENCY. CONSISTENCY. CONSISTENCY. CONSISTENCY......

 

Andrew, would you please make this a major focus from here on? Please? If you add it in one room, why not add it everywhere where else tools/functions exist? The Transform tools should be the next major task. Making them 100% consistent across the entire app. basic Transform operations are the most fundamental element in any 3d App and yet there isn't a lick of consistency between them, from room to room or tool to tool (ie/ transform gizmo and options in Voxel Room with Transform tool, Pose Tool, and Primitives tool).

 

This video is focused on Blender's UI, but the common UI design principles are SOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO applicable to 3D Coat as well.

 

Edited by AbnRanger

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At this moment we are testing Andrew and Raul work over LC and RC, general sculpt feeling and to stop holes in geometry.

 

Is a small team, they can only work on one thing at a time.

 

Any high tone used to post here cant change the reality.

 

Ty for your overall vision over the software but please, we need to focus and help finding bugs in one area at time.

At this moment they are working in LC and RC + holes.

We find bugs in LC and RC + holes.

 

ty

 

----

to keep order there is 2 thread to speak about, to let betatester users to talk here about V4 Beta (experimental)

 

Features request priorities - share ideas for improving the program

http://3d-coat.com/forum/index.php?showtopic=15127

 

Limitations in existing 3D-Coat features you would like to see resolved.

http://3d-coat.com/forum/index.php?showtopic=15125

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Issues that generate crashes are most of the times fixed in priority by Andrew above anything else.(unless he is not able to reproduce.)

 

Please specify which crashing issues in current stable build you are referring to.

Thanx.

 

Hard to say, but reports were sent as they happened.  If you have access to them, have at it  :)

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At this moment we are testing Andrew and Raul work over LC and RC, general sculpt feeling and to stop holes in geometry.

 

Is a small team, they can only work on one thing at a time.

 

Any high tone used to post here cant change the reality.

 

Ty for your overall vision over the software but please, we need to focus and help finding bugs in one area at time.

At this moment they are working in LC and RC + holes.

We find bugs in LC and RC + holes.

 

ty

 

----

to keep order there is 2 thread to speak about, to let betatester users to talk here about V4 Beta (experimental)

 

Features request priorities - share ideas for improving the program

http://3d-coat.com/forum/index.php?showtopic=15127

 

Limitations in existing 3D-Coat features you would like to see resolved.

http://3d-coat.com/forum/index.php?showtopic=15125

I know they can only work on one area at a time, but a focus on CONSISTENCY is something that needs to be part of every thing they do. I just gave a bunch of examples of where you find INconsistencies throughout the app. There is inconsistency in the LC/Surface mode tools as well. Two different tools with the SAME name? Reconstruct. How much more confusing can it get, for a new user? It makes my job 10 times harder....having to explain....embarrassed in the process, that there are two tools in the same workspace, with the same name....yet work differently. :wacko:

 

I cannot over-emphasize the importance for consistent options/functions across the app. Cause many of us have mentioned it before, only to fall on deaf ears.

Edited by AbnRanger

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At this moment we are testing Andrew and Raul work over LC and RC, general sculpt feeling and to stop holes in geometry.

 

Is a small team, they can only work on one thing at a time.

 

Any high tone used to post here cant change the reality.

 

Ty for your overall vision over the software but please, we need to focus and help finding bugs in one area at time.

At this moment they are working in LC and RC + holes.

We find bugs in LC and RC + holes.

 

ty

 

----

to keep order there is 2 thread to speak about, to let betatester users to talk here about V4 Beta (experimental)

 

Features request priorities - share ideas for improving the program

http://3d-coat.com/forum/index.php?showtopic=15127

 

Limitations in existing 3D-Coat features you would like to see resolved.

http://3d-coat.com/forum/index.php?showtopic=15125

 

Carlosan,

 

Please don't take whatever I've said here as a push against the dev team, as sometimes we users are just having a conversation to get to a point in the forums in one direction or another.  We all know the software isn't perfect (I rarely know one that I would consider "perfect").  Holes are an issue that I wouldn't wish on anyone, regardless of whether or not they're using SM or VM.

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I updated to the latest beta last night.  I found what I think is a consistent bug in the Voxel Room and would like to know if anyone else is having the same issue.  If I tell a layer in the VoxTree to merge to another, I have to do it twice for it to work.

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I also found that work with the Toothpaste Tool on a downgraded (cached) layer does what it's supposed to, but then when you uncache the layer, the work goes away.

Edited by alvordr

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Hiring an additional programmer for bugfixing is a problem, because good coders usually ask for high salary. It would be nice if the income from 3D-Coat sales could allow such a lucky find like Raul.

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Updated to 4.0.12C

No changes in functionality, but there are very eesential bugfixes. Seems previous build was very slow.

There is still no slider for remove stretching (still discovering if it is really helpful), level of details maintained on the level of 11A build. But the algorithm of subdivision replaced with new one. LC tools maintain painted color correctly. LC become well compatible with booleans like CutOff (there was serious problems before).

Generally RS should work instantly, without lags, LC - based tools should work faster as well.

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Also - regarding bugfixing, hiring, consistency....

Good bugfixing requires better qualification than just writing code. So not sure who may easily fix my bugs. It is totally nontrivial task that requires deep understanding of whole code. Othervice I will have to fix bugs that appeared after non-competent fixing bugs...

Consistency. Some features are possible in one mode and are very hard to implement in other. Like replace geometry. That is the reason why voxel and surface toolsets are so different So complete consistency is not looking like easy trick.

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-Speed is very good. :)

 

-Still issue with RS and rapid creating jumping/weird snapping topology on default male bust side head.

Sometimes jumping vertice even jump inside the mesh.

post-1195-0-73289500-1387735290_thumb.jp

 

-Smoothing  with Shift key while using a RS enabled brush will result in RS action after smoothing...not sure it is ideal or wanted.

 

-Powerful smoothing is still broken and act like a crazy reduce tool on my side.

post-1195-0-78440900-1387735367_thumb.jp

 

-Here is picture of explosion using proxy mode (decimated) doing some changes with move brush on a LC sculptedmesh.

post-1195-0-44271500-1387735144_thumb.jp

-also Proxy mode (degraded) gives very low polycounts that do not correspond to 2x,4X ect proportions...

 

Edit: also considering the only users who seemed to request for more resolution using RS were myself and JoseConseco...I guess slider to increase res in RS is probably not vital as a feature at the moment as the most majoriy of users prefered the older resolution better.Also more important issues/bugs seem to be still present.

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Here is another example of very nasty RS behavior on Default male bust side head.

Its really like some weird snapping because if I relax the topology i can see eveyrthing is ok,topology is nice ,its just that vertices

seem to be jumping/snapping for no reasons out of their way.When they jump inside the mesh it becomes a bump that is impossible to smooth,but most of the times they will only jump across the surface and not inside mesh.

post-1195-0-53207900-1387736102_thumb.jp

 

( I tried various things like :various falloff values,disable rotate along stroke,change normal sampling values...to no avail.)

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Nice work Andrew and Raul. I can imagine you had a busy week  :)

Raul, have i nice fly back home. Don't forget us  B)

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Hi guys!

 

Thanks! Ill be on touch! and definitively keep working :)

Some development is actually benefited from being offline

 

Cheers to all

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Is it just me or is the curves tool completely broken during these last few betas?  I can't get anything but a very thin line, no matter how huge the points of the curve are.  Well, that's not exactly true...I can make the tubes a bit larger in certain areas, but the points have to be super mongo huge to get that result.

Edited by alvordr

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Is it just me or is the curves tool completely broken during these last few betas?  I can't get anything but a very thin line, no matter how huge the points of the curve are.  Well, that's not exactly true...I can make the tubes a bit larger in certain areas, but the points have to be super mongo huge to get that result.

Works fine on my side.

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Tried the 4-0-12.C version and,with the move brush,the velocity isn't as good as previous builds(before the improvement).

Other brushes seem working good for me.

Edited by renderdemon

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Artman we spotted the cause of those ugly vertices...it is a valence issue. So it will be solved quickly :)

Yay!!! :D

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Solved :) , few hours before going to airport :)


Thanks to everyone! expect soon news from Cuba, at least I'm flying to the sun, and escaping ukranian winter LOL

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