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[Trello Vote] Remove Tweak Room - Use surface tools to tweak the paint model


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THIS. The edits in the tweak room should not alter the geometry, but create (multiple) morph targets instead.

Negative. It's always been there to augment the image-based sculpting by modifying the geometry....including basic transform tools (MOVE, SCALE, ROTATE). You can already create multiple morph targets when in MicroVertex mode.Just create the corresponding layers in the Paint Room (can bring those into the Tweak Room via the WINDOWS > POP UP menu), sculpt your phonemes/visemes and turn/off the layer

 

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We just need the Surface mode tools mirrored there. Including consistency between the TRANSFORM tools. Adding the Pose tool from the Voxel Room, into the Tweak Room, would be the Bees knees.

Negative. It's always been there to augment the image-based sculpting by modifying the geometry....including basic transform tools (MOVE, SCALE, ROTATE). You can already create multiple morph targets when in MicroVertex mode.Just create the corresponding layers in the Paint Room (can bring those into the Tweak Room via the WINDOWS > POP UP menu), sculpt your phonemes/visemes and turn/off the layer

 

 

That method is broken. Has been for over a year and half. It needs revamped with the entire tweak room, the tweak and retopology rooms should be merged. Morph map creation, modeling, retopo, etc. should be done there.

 

Really what should happen, is the "room" paradigm should be abandoned for a single scene outline panel, and you can use whatever tools you need on whatever you want. A mesh is a mesh, no distinguishing a retopo mesh from a paint or sculpt mesh. Do any of those things on any of those meshes as you need. That's my vision at least.

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That method is broken. Has been for over a year and half. It needs revamped with the entire tweak room, the tweak and retopology rooms should be merged. Morph map creation, modeling, retopo, etc. should be done there.

 

Really what should happen, is the "room" paradigm should be abandoned for a single scene outline panel, and you can use whatever tools you need on whatever you want. A mesh is a mesh, no distinguishing a retopo mesh from a paint or sculpt mesh. Do any of those things on any of those meshes as you need. That's my vision at least.

Personnaly ,I see rooms as UI configs shortcuts that I dont have to load....I never retopo while I sculpt ....and I dont paint while I retopo either...So if all tools were to be in one "room" then I would probably make myself different Ui layouts for the task I want to do that I would have to load manually while now 3Dcoat do it for me .I  mean 3DCoat is such a jungle already so having all tools accessible on screen at all time is purely impossible... just my opinion here.

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Personnaly ,I see rooms as UI configs shortcuts that I dont have to load....I never retopo while I sculpt ....and I dont paint while I retopo either...So if all tools were to be in one "room" then I would probably make myself different Ui layouts for the task I want to do that I would have to load manually while now 3Dcoat do it for me .I  mean 3DCoat is such a jungle already so having all tools accessible on screen at all time is purely impossible... just my opinion here.

You've shifted my ways of thinking here. Never have thought this way. In a sense I agree: I would probably do different layout too... defeating the purpose of a "single room" concept...

Imo if you think it this way what needs to be done is work on the cohesiveness of the interface and their modular panel: lessen the "feeling" of separated spaces by making those room connected by default by showing the usefull item in each one. Not having to call "panels from another room" (for instance the not so well named voxtree)

If Blender has a primary weakness, it is its "one room" layout.  Putting everything in one interface "scene" or room has the disadvantage of requiring too many hidden elements - hiding behind pop-out panels and right click menus (like all the big gun software products provide).  Modo suffers from this over-crowding and function hiding, as well.  The more complicated and "option rich" a program is - the more choices you require - and the more interface elements you necessarily need.

 

Pretty soon, the idea of a user interface will have almost no meaning.  Why not just go back to a computer terminal with a textual command input?  (I exaggerate, here, to make a point).  In actuality, it is much faster to give a computer textual (abbreviated) commands than to point and click on things.  This is why the incredibly "feature rich" application, Blender, works best by using single key, keyboard shortcuts.  It's really a regression to the computer terminal and abbreviated textual input paradigm.

 

As Artman noted, you can customize and abbreviate commands - and rearrange the interface in this way, already, with the existing version of 3D-Coat - but this requires a manual construction by the user - which, in turn, de-standardizes the "user interface".

 

In my opinion, everything that deviates from the original premise of the user interface (think Xerox Parc and the mouse) - is a regression to the age of terminals, textual input and the memorization of commands and functions.

 

 

Greg Smith

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You've shifted my ways of thinking here. Never have thought this way. In a sense I agree: I would probably do different layout too... defeating the purpose of a "single room" concept...

Imo if you think it this way what needs to be done is work on the cohesiveness of the interface and their modular panel: lessen the "feeling" of separated spaces by making those room connected by default by showing the usefull item in each one. Not having to call "panels from another room" (for instance the not so well named voxtree)

 

I never really voiced what I truly thoughts about 3DCoat ui because I feel that whatever what the other users want I'll still be able to do whatever I want with it via customization.

 

First,Im here since early V3...so I remember how it was in the beginning and I must say...sorry for saying it...I really like the actual UI...I think its much less flawed,clogged than some of you think...I mean compared to a hell of other apps. ..(and please nobody talks me about mudbox...mudbox doesnt have a third of 3Dcoat  tools and workflow/approaches...)

It does not mean Im not open to changes and I am really precious about current ui state..it just means that Im never pissed about it. :)  It really does not frustrate me or annoy me at any point in my work at this point...

When I go back to Zbrush I can'T even navigate between the subtool and geometry palette more than 5 minutes before getting annoyed...

Its also probably why I never really jumped in most UI related debates /discussion that have been happening those last 2 years...

 

that said...they are of course a few things I always wanted changed and here they are.

 

1) Make undocking not always on ..only activated through a menu or preferences...(like zb)

I dont really move around windows while I work(I dont know who does that really..) ...but the amount of time lost to accidentally undocking a window is incalculable and will probably never be given back to me...

 

2) Throw all UV tools out of retopo room... (who does UVS at the same time of doing retopo!!?...)

Imo it only hinder the flow of the retopo tools accessibility and is also very strange to new users..

 

3)ALL Uv tools should be in UV room. All baking should be made in UV rooms.

Uv room could load mesh from retopo room in one click.

UV room could load mesh from paint room with one click  and update with one click.

This is also where you would load external meshes to be uved (first reflex for new users)

 

4)Tweak room and Sculpt room should be merged and subd sculpting using non-LC surface tools allowed on Uved  meshes while preserving vertex order and uvs on export...

 

5) Render room is small enough to be removed

(basically its just one panel..of course it will probably get more complex in the future but never to the extent of deserving an entire layout imo)

Rendering could be done directly from Paint room and sculpt room.

 

thats all...

 

But Im never really gonna fight for those changes,Im pretty sure some of them will find its way in whatever overhaul will happen in the future anyway.

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Personnaly ,I see rooms as UI configs shortcuts that I dont have to load....I never retopo while I sculpt ....and I dont paint while I retopo either...So if all tools were to be in one "room" then I would probably make myself different Ui layouts for the task I want to do that I would have to load manually while now 3Dcoat do it for me .I  mean 3DCoat is such a jungle already so having all tools accessible on screen at all time is purely impossible... just my opinion here.

The problem with Rooms is that it creates functional chasms between other rooms and makes it impossible or a real hassle to get assets to and from one to the other. There would still be Tabs for different toolset layouts (Paint, UV, Sculpt, Topo, Render)...just no separation in environments. This way if a user imports a model into the scene to texture paint and decides they'd like to do some Voxel sculpting on it, they don't have to go through a huge and hidden workaround process to do that and get everything back in the Paint workspace.

 

In Mudbox, you simply have a button for SCULPT and one for PAINT. It's so convenient to just click on one and work > click the other and keep working....with no break in your workflow. The arrangement in 3D Coat now, forces the user to do a lot of pre-planning and strict adherence to it's inherent workflow. If you deviate from that, it requires a lot of workarounds.

 

One environment, one Outliner panel, but with tabbed layouts. That should serve everyone's wishes

A 'one room layout' can work, but it needs to be completely modular in design. Everything should be drag-droppable, menus, sub-menus, buttons, etc.

There's nothing wrong with room 'presets', but users should be able to create a room that will handle any/all of there needs from scratch if they so desire

Realistically though the 3DC UI would need to undergo a massive number of changes for it to be practical.

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