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Thanks and congrats.

 

Whats next on the list for 5.0? Any particular areas you want to cover or address with 3DC? Modeling? Sculpting? UI?

I think SSS in PBR materials is on deck next, and hopefully Sculpting layers in the Sculpt Room right after that. It's omission is the last (major) remaining reason for ZBrush and Mudbox users to shun 3D Coat as a viable production sculpting app. It already has far more sculpting brushes/tools than Mudbox: the brush feel and performance is fairly comparable now.....but the lack of Sculpt layers (per object) and masking of those layers, makes sculpting in 3D Coat much less attractive than what they already use.

 

There is sculpt layer capability in the Paint Room, using image-based sculpting, but one would have to break up their sculpting work between opposite ends of the pipeline. That's. Not. Good. If Andrew implements Sculpt Layers as well as he did PBR, then more and more talented sculpters are going to want to use 3D Coat, and take full advantage of LiveClay.

 

I would also like to see the Tweak Room completely done away with and just add an icon at the bottom of the tool panel in the Paint Room, to open the the handful of tools now in the Tweak Room, within the Tool Options Panel.That would help streamline the UI a bit and put the transform/low-poly sculpting tools where one could easily find them. I would then place some subtle, but noticeable divider between the PAINT - UV tabs and the Sculpt - Retopo tabs. This way the app begins to make sense visually, and the different UV toolsets in different rooms, is less confusing to new users.

 

The Paint Room and UV room are companion workspaces, as the Sculpt Room and Retopo Room are companions workspaces

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Whats next on the list for 5.0? Any particular areas you want to cover or address with 3DC? Modeling? Sculpting? UI?

 

We know that Andrew intends to implement SSS and a new layer masks system (both of which a lot of people are looking forward too). Not sure past that though.

Edited by PolyHertz

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I see that auto retopo is much much faster than before or did I miss something in previous usage? Can it be there has been done a lot of code optimizing with autopo?

Sad that the old quick remeshing is still not reimplemented again.

Edited by Crush

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Oh my!

The new AO calculation looks so good!

Congrats for this new update!

Has the algorithm changed?

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Not realy.

it is only faster. You could work with more lights.

That brings better results in a faster time.

Edited by Malo

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I think SSS in PBR materials is on deck next, and hopefully Sculpting layers in the Sculpt Room right after that. It's omission is the last (major) remaining reason for ZBrush and Mudbox users to shun 3D Coat as a viable production sculpting app. It already has far more sculpting brushes/tools than Mudbox: the brush feel and performance is fairly comparable now.....but the lack of Sculpt layers (per object) and masking of those layers, makes sculpting in 3D Coat much less attractive than what they already use.

 

There is sculpt layer capability in the Paint Room, using image-based sculpting, but one would have to break up their sculpting work between opposite ends of the pipeline. That's. Not. Good. If Andrew implements Sculpt Layers as well as he did PBR, then more and more talented sculpters are going to want to use 3D Coat, and take full advantage of LiveClay.

 

I would also like to see the Tweak Room completely done away with and just add an icon at the bottom of the tool panel in the Paint Room, to open the the handful of tools now in the Tweak Room, within the Tool Options Panel.That would help streamline the UI a bit and put the transform/low-poly sculpting tools where one could easily find them. I would then place some subtle, but noticeable divider between the PAINT - UV tabs and the Sculpt - Retopo tabs. This way the app begins to make sense visually, and the different UV toolsets in different rooms, is less confusing to new users.

 

The Paint Room and UV room are companion workspaces, as the Sculpt Room and Retopo Room are companions workspaces

 

Interesting. I agree on the need for sculpt layers, Modo just got them in 901 as well and its quite nice to have. Also agree on Mudbox really not having much to offer at this point, as for sculpting (feel) 3DC feels like its on par if not better than it.

If 3DC were to appeal to zbrush sculptors or those familiar with zbrush, I think the brush feel is just as critical as the features themselves. When I use Zbrush, theres a certain feel and look that I fine lacking in any other application that has sculpting. It also does an amazing job at displacing a surface based on the alphas used. So I hope that with addressing sculpting aspects of 3DC, as you said sculpt layers but also look and feel of the sculpting itself.

 

On the topic of the tweak room, I agree with you on that. Maybe it would be better just to turn it into a modeling room instead (take a page from the zbrush modeling features) as that workflow works perfectly with sculpting functionality.

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I think SSS in PBR materials is on deck next, and hopefully Sculpting layers in the Sculpt Room right after that. It's omission is the last (major) remaining reason for ZBrush and Mudbox users to shun 3D Coat as a viable production sculpting app. It already has far more sculpting brushes/tools than Mudbox: the brush feel and performance is fairly comparable now.....but the lack of Sculpt layers (per object) and masking of those layers, makes sculpting in 3D Coat much less attractive than what they already use.

 

There is sculpt layer capability in the Paint Room, using image-based sculpting, but one would have to break up their sculpting work between opposite ends of the pipeline. That's. Not. Good. If Andrew implements Sculpt Layers as well as he did PBR, then more and more talented sculpters are going to want to use 3D Coat, and take full advantage of LiveClay.

 

I would also like to see the Tweak Room completely done away with and just add an icon at the bottom of the tool panel in the Paint Room, to open the the handful of tools now in the Tweak Room, within the Tool Options Panel.That would help streamline the UI a bit and put the transform/low-poly sculpting tools where one could easily find them. I would then place some subtle, but noticeable divider between the PAINT - UV tabs and the Sculpt - Retopo tabs. This way the app begins to make sense visually, and the different UV toolsets in different rooms, is less confusing to new users.

 

The Paint Room and UV room are companion workspaces, as the Sculpt Room and Retopo Room are companions workspaces

 The idea woud be to combine the TWEAK ans PAINT room,

Large details wuold be applied by deforming geometry and fine details as displacement maps, like in MODO

 

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Don't throw away the Tweak Room. Oh noes.

 

Go have a look at Zbrush polygonal sub d modeling.

 

Imagine the Tweak Room being the platform for a suite of  OpenSubD poly modeling tools. Then once you've done your extrusions, bevels etc you merge them to voxels in teh sculpt room. A lot of those tools are almost there in the Retopo Room. It wouldn't take much to turn 3d Coat into a full blown modeling powerhouse. A better one than Pixologic's I might add.

 

And hair/fur.

We need hair fur.

Edited by L'Ancien Regime
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And glass...

 

With all the improvements made to the viewport I'm surprised theres been no word at all about improvements to transparency yet.

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Maybe this has been answered in the past, but is there ever hope of tear-off windows to use dual monitors?

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When I loaded in a pre 4.5 object for PP, it didn't load the first layer's data. I had loaded it in 4.5 betas with no problems, but the actual release it brought in the first layer as a transparent layer, and when I filled it and saved then reloaded it again, it came in transparent again.

 

Anyone else see this?

 

Mike

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i get huge discrepancies when i render BPR vs the viewport. Am i doing something wrong?

Change the light settings. The lights in the render room differ from the viewport.

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Big thank you for a great update and another big thank you for all the great videos posted to help keep us updated with the pace of change.

Tapering in Bas Relief is a great new feature. Always great to see existing tools developed further as well as all the new features.

 

Would dearly love to see arrays in voxel mode developed more in the future too allow to tile around forms and follow angles.

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Taros, danke Dir! I wish I could render out with the smart preview render though. It would be what-you-see-is-what you-get. Anyway its a great update!

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I think it would be great to have volumetric layer masks and volumetric marquee selections in the sculpting section.  I'll probably suggest this again at some point later on.  Just thought I'd mention it here in case anyone is listening!

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Congrats for the release.

 

Comparing V4.1 and V4.5, it appears 4.5 brush response is about 3-4 times slower, very shoppy with large textures (4k). This seems to be dependent on underneath topology (working on a low poly model), ie: the brush is shoppy over one triangle and smoother on the next one, while being slower overall. Makes it impossible to paint at 4k for me.

 

The same model with the same 4k texture size in V4.1 works fine, so back to 4.1 for now.

 

Hope you can improve this as the new features are awesome.

 

Cheers,

Franck.

 

My config: dual Xeon quad cores, 32 GB ram, GTX 770 4GB.

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Thank you very much for the release! It's great!

I already have two questions, though:

Has the View -> Low smooth shade setting been removed? I used this a lot but now it seems to be gone.

Also, is there a way to change the panorama image? If so, can I use my own images for this?

 

Greetings,

Shu

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Guest pnog

After update to 4.5.03:

 

- 3DC still display version: "4.5.02";

- no info text "Press ESC or Space to stop. Rays: ..." in Render screen.

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