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Rygaard

3D-Coat: Please, unifies the workflow by fusing the Rooms - Important step for 3D-Coat

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1 hour ago, Sorda said:

The ideal workflow described here is not possible in 3D at the moment. If only because here the tabs of the rooms are not arranged sequentially. 

I raised this topic with Andrew recently, and even spent some time on mockups to show what it should look like. He hasn't responded. The first image is the current tab layout, for comparison sake.

 

3DC UI Tabs Mockup_Current.jpg

3DC UI Tabs Mockup_03.jpg

3DC UI Tabs Mockup_04.jpg

3DC UI Tabs Mockup_05.jpg

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6 hours ago, Gorbatovsky said:

3DCoat has a different ideology and I do not understand why it is necessary to choose individual edges or faces in digital clay.
I understand that you need to create separate regions of vertices of digital clay.

Hi Gorbatovsky! Thanks for your comment...

It is true that 3D-Coat has a different ideology than other programs.
I know it would be very insane if the user only selected 1 single vertex or a few vertices on a Hi-Res sculpture without having some function or purpose. That really would make no sense at all.

But please allow me to try to briefly explain how important this flow between Modeling and Sculpture is by addressing selections and other techniques.
The selection of 1 or more vertices (polygons or edges) would be necessary for different types of modeling techniques, sculpture, painting and etc.

There would be the possibility of repairing the mesh by selecting vertices, edges or polygons of the problem area and then using retopo room or other features to solve problems or perform numerous modeling techniques in the mesh and then return to the process of Mesh Sculpture.

I apologize for emphasizing more on modeling and sculpture, but there would certainly be advantages to painting techniques, use of temporary UVs for some features and techniques related to texture maps.

I have selected some videos on youtube related to Blender in the creation and use of Vertex Groups, Modifiers, Non Destructive Form Modeling, Live Boolean Operation:

1) Yan's Daily Tips #109 - Vertex Groups 101 - Blender Tutorial
https://www.youtube.com/watch?v=InMMXuliIRE

2) Vertex Groups - Blender Fundamentals
https://www.youtube.com/watch?v=yzRS2cCiBnc

3) Speedflow workflow with vertex groups - WIP - Solidify
https://www.youtube.com/watch?v=1T_IFEF6Igs

4) Blender Quick tip 9. Displacement modifier
https://www.youtube.com/watch?v=BIeCJfoaoIw

5) BoolTool 0.2 : Amazing Blender Addon
https://www.youtube.com/watch?v=_5Z7awlhzQg

------------------------------

Below 2 videos related to ZBrush Polygroups and use of a map texture in a Mesh that has UVs. I confess that I think Blender's Vertex Groups more robust!

6) 028 ZBrush Polygroup Basics with basic ZModeler:
https://www.youtube.com/watch?v=qVAul7tSWn4

In the video below, you can apply displacement map because there are UVs in the mesh:
7)Import Mari Displacement in ZBrush
https://www.youtube.com/watch?v=wNYW350XVPQ

------------------------------

- Gorbatovsky, I found this fantastic program in which you can see how modeling is fast and intuitive by using smart popup menus that show the functions we need according to the selected tool:

7) VECTARY Demo | Free 3D modeling software:
https://www.youtube.com/watch?v=NWTObimFAck

-------------------------------

- Simple video of selections, addition and subtraction of meshes, and other things done in Meshmixer:

https://www.youtube.com/watch?v=sJqkS6ucZ0I

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5 hours ago, AbnRanger said:

I raised this topic with Andrew recently, and even spent some time on mockups to show what it should look like. He hasn't responded. The first image is the current tab layout, for comparison sake.

I noticed that you changed the order of Rooms in the interface. That's cool. :)
But at the same time, I believe that a complete simplification in 3D-Coat's workflow would be better. The use of a single mesh throughout the program would give us freedom and fluency across all areas of 3D-Coat with the use of all tools and features, and we could use a variety of techniques in support of your work.

In Blender, you can model, sculpt, exit from sculpture mode and return to Polygon Editing to perform modeling tasks, make vertex selections by creating groups through Vertex Groups, use non-destructive modifiers, open temporary UVs, apply detailing techniques in the mesh through texture maps, return to the sculpture mode. Create new texture maps, bake textures and a world of things.
This is all done in a single mesh, without breaking any type of workflow and without any doubts and confusion. Whatever you need to do at that moment, you can do it in an easy way.

This type of workflow also happens in ZBrush and I believe that this also happens in Mudbox (who uses the mudbox can speak better than I do).

In my opinion, a free workflow that you can do whatever you want, as I just described to you in relation to Blender, is the best way forward. We live in a time when everything is dynamic and things happen very fast.

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26 minutes ago, Rygaard said:

I noticed that you changed the order of Rooms in the interface. That's cool. :)
But at the same time, I believe that a complete simplification in 3D-Coat's workflow would be better. The use of a single mesh throughout the program would give us freedom and fluency across all areas of 3D-Coat with the use of all tools and features, and we could use a variety of techniques in support of your work.

In Blender, you can model, sculpt, exit from sculpture mode and return to Polygon Editing to perform modeling tasks, make vertex selections by creating groups through Vertex Groups, use non-destructive modifiers, open temporary UVs, apply detailing techniques in the mesh through texture maps, return to the sculpture mode. Create new texture maps, bake textures and a world of things.
This is all done in a single mesh, without breaking any type of workflow and without any doubts and confusion. Whatever you need to do at that moment, you can do it in an easy way.

This type of workflow also happens in ZBrush and I believe that this also happens in Mudbox (who uses the mudbox can speak better than I do).

In my opinion, a free workflow that you can do whatever you want, as I just described to you in relation to Blender, is the best way forward. We live in a time when everything is dynamic and things happen very fast.

One thing why blender is doing so well keeping everthing in order is that it has very good outliner. It's gives a lot of information for the user without pushing it or looking messy. In 3D-Coat is missing this kind of "ROOT outliner" 3D-coat will have smaller windows that gives a data. And they are scattered into different rooms which dosen't help to give a clear picture about your project. For example we have separate window for vox layers, paint layers, retopo objects, Surface materials, Paint objects. I think that if we want to use one room then having effective and easy to read outliner is key for that goal.

Edited by haikalle
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1 hour ago, haikalle said:

One thing why blender is doing so well keeping everthing in order is that it has very good outliner. It's gives a lot of information for the user without pushing it or looking messy. In 3D-Coat is missing this kind of "ROOT outliner" 3D-coat will have smaller windows that gives a data. And they are scattered into different rooms which dosen't help to give a clear picture about your project. For example we have separate window for vox layers, paint layers, retopo objects, Surface materials, Paint objects. I think that if we want to use one room then having effective and easy to read outliner is key for everything. 

I also agree with you. Blender Outline is powerful and extremely organized with information.
https://www.youtube.com/watch?v=Ani2PiPi3ds

https://www.youtube.com/watch?v=9rYaBDcHG6U

-----------------------

This separation of 3D-Coat data in several windows is logically explained by the different rooms or programs (if you prefer) that have specific tasks.

If I say something wrong, please correct me, but I feel that Rooms do not communicate completely because they are exactly separate and different mini programs that are present in the same program.
It's like I use different programs with some incompatibility and I need to create an OBJ or FBX file so that a Room can see the existence of that object so I can perform a simple task.
It is not a dynamic workflow. If you need to do something different or more complex, then trouble begins and confusion.

In all honesty, a new user will always get lost and confused in the program. Even those who try to teach the workflow of the program to one user will end up suffering for the other person to understand. Because it becomes complicated to explain something that people are not accustomed to use normally in other programs.
I'm not saying that being different from other programs is bad, but I mean the way the program works.
I'm not going to lie, I've suffered enough to understand the process!

What worries me the most is that the creation of a new Room can happen. This would be great if 3D-Coat worked differently.

I believe you're right that to have a single room (or two rooms. This would be the Render Room) would need an organized outliner and with all the information like in Blender.
It's hard for you not to talk about another program about that. Sometimes people can understand what you are suggesting in copying another program. But it's not that, it's just to serve as a basis and to be able to explain things.

For me, the Rooms could be Task Layouts. If users wanted to create new layouts with the tools and functions that exist in any area of 3D-Coat that the user most uses in their work would be possible and thus, the user would have a clean interface with only what he needed as tools sculpture, painting, UVs, retopo and etc. That means that everything in the program would be in your favor at any time. With just a single mesh and endless possibilities of techniques for your workflow.

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Thanks for sharing these thoughts. Very informative and I agree totally with you.

Having rooms in 3d-coat might actually be a good thing for some users. For example if user wants to do only retopo in 3d-coat. He dosen't need to learn how all rooms work, he can stay in one room and use only specific tools in that to get job done.  But I think that is the only user group that finds rooms to be a good thing. 3d-coat should be supporting those users who is using all rooms and support their workflow.

I think that turning point for need for having "only one room" workflow was when we were able to take mesh from sculpt room into paint room and use paint tools into sculpt mesh. That changed the mindset for artists that object is not anymore linked into room rather is free to be used anywhere artists finds it beneficial.

Edited by haikalle
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7 hours ago, haikalle said:

Thanks for sharing these thoughts. Very informative and I agree totally with you.

Having rooms in 3d-coat might actually be a good thing for some users. For example if user wants to do only retopo in 3d-coat. He dosen't need to learn how all rooms work, he can stay in one room and use only specific tools in that to get job done.  But I think that is the only user group that finds rooms to be a good thing. 3d-coat should be supporting those users who is using all rooms and support their workflow.

I think that turning point for need for having "only one room" workflow was when we were able to take mesh from sculpt room into paint room and use paint tools into sculpt mesh. That changed the mindset for artists that object is not anymore linked into room rather is free to be used anywhere artists finds it beneficial. 

Thank you for enriching the content of this topic with your comments and knowledge!

Exactly what you said about the Rooms being good for some users I had already commented on and I had already noticed.

This separation of Rooms made the 3D-Coat community also separate.
I can tell you the reason later.
The separation of Rooms led people wanting a Room to become more developed than the other Room. And if a particular Room did not develop these people would not mind for the simple reason of not using the Room (tools and features).

I've always seen people on youtube (and elsewhere) saying they prefer to use ZBrush to sculpt and detail their sculptures than to use 3D-Coat. All of these people's work will be done using ZBrush for their personal reasons.
Therefore, 3D-Coat only served only to be used to complete the work of these people using the Retopo Room, and perhaps the Paint Room.

What does that mean?
That means if these people use ZBrush, those same people will not care if the Sculpt Room develops. But of course, the Retopo Room must have priority or another Room that completes that person's workflow.

I know you are free to use any program that you think fits best in your project, but at the same time for the evolution of 3D-Coat as a whole becomes complicated.

We know the power that 3D-Coat has in each room. And when you realize that if a single Mesh could have the benefits of every Room in your favor, you begin to reflect on the numerous opportunities for workflow techniques you could perform within 3D-Coat.
When I talked about Blender and the freedom the user has to use all the tools and features of the program anytime he wanted, this changes the game completely! And honestly I would like the same thing to happen with 3D-Coat.

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Rygaard, where you were as a beginner in 3DC it is a TRUE MIRROR where I am at this moment.

Atm I am unsure if I should quit 3DC or continue invest time to understand 1-2 workflows I barely got an ideeea that might be. I asked people around, I watched almost all the videos (still have few but mostly are on specific tools) and improoved a lot in 4 weeks of working like 6h/day medium every day including weekends. I do not care if other's spent years to achieve skills or did x classes: I am very fast learner and tought myself and others many things.

I made a very decent looking character in vox room and a bit in Surface but I do not need to do a lot though in S for my toon. Still I am very frustrated because I dont find videos DETAILING THE WORKFLOWs for an organic complex character modeled in 3DC. All I have found is in the last minutes of this video which is very brief and fast forward and also this topic.

I am also amazed that I ask questions on this forum with clear points to be answered (and that will help the community as well if answered properly) and all I get are very brief answers. Like I should understand everything from a sentence. I understand people do not have time but if there are so many videos on TOOLS and TIPS and so on, why there are no videos ON WORKFLOWs so novices would know what TO DO. Few words scattered in some videos here and there are FAR FROM ENOUGH.

I am very sure that many new users will not have the patience I did and invest so much time in order TO FIND A WORKFLOW to have 

I am 40y old and I have used many softwares and also some programming but the lack of DETAILED WORKFLOWs in 3DC is just something I cannot comprehend. It is like everybody expects the users to come from zbrush with enough knowhow in order to understand quickly what is what ...

While the video about tools and brushes are good in 3DC Official channels, I got a guidline only from other users --- still those are obsolete and 3DC team should do detailed WORKFLOWs to insert in the beginner's playlists. Maybe some updated techniques on sculpting in 3DC too. 

I get that it was hard for some old users from this forum but do you think in 2019 people should still follow the same roads ? I do not and I can tell form experience that learning is much much faster that it was when I learned X stuff. Everything is faster now and so should be the process of learning 3DC.  

Bottom line: my appologies for any 3DC staff member if they feel bad about my lines but my intention is not to offend anyone but to tell you loud and clear that you have to change the approach to new users and make their life easier. Else your community will not grow but shrink more and more and also who knows how many users did quit in the past and gave 0 feedback. I am sure that you can see some analytics in the forum, on the official website and on facebook that will tell you if the popularity of 3DC grew or shrinked and also details on geographic or returns of visitors. I appreciate 3DC software for what it is offering in terms of tools (at least what I can understand for now) and I do wish it to have more success (though it is very hard without strong marketing and good absorbtion of incoming users).

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On 4/25/2019 at 4:27 PM, v377 said:

Rygaard, where you were as a beginner in 3DC it is a TRUE MIRROR where I am at this moment.

Atm I am unsure if I should quit 3DC or continue invest time to understand 1-2 workflows I barely got an ideeea that might be. I asked people around, I watched almost all the videos (still have few but mostly are on specific tools) and improoved a lot in 4 weeks of working like 6h/day medium every day including weekends. I do not care if other's spent years to achieve skills or did x classes: I am very fast learner and tought myself and others many things.

I made a very decent looking character in vox room and a bit in Surface but I do not need to do a lot though in S for my toon. Still I am very frustrated because I dont find videos DETAILING THE WORKFLOWs for an organic complex character modeled in 3DC. All I have found is in the last minutes of this video which is very brief and fast forward and also this topic.

I am also amazed that I ask questions on this forum with clear points to be answered (and that will help the community as well if answered properly) and all I get are very brief answers. Like I should understand everything from a sentence. I understand people do not have time but if there are so many videos on TOOLS and TIPS and so on, why there are no videos ON WORKFLOWs so novices would know what TO DO. Few words scattered in some videos here and there are FAR FROM ENOUGH.

I am very sure that many new users will not have the patience I did and invest so much time in order TO FIND A WORKFLOW to have 

I am 40y old and I have used many softwares and also some programming but the lack of DETAILED WORKFLOWs in 3DC is just something I cannot comprehend. It is like everybody expects the users to come from zbrush with enough knowhow in order to understand quickly what is what ...

While the video about tools and brushes are good in 3DC Official channels, I got a guidline only from other users --- still those are obsolete and 3DC team should do detailed WORKFLOWs to insert in the beginner's playlists. Maybe some updated techniques on sculpting in 3DC too. 

I get that it was hard for some old users from this forum but do you think in 2019 people should still follow the same roads ? I do not and I can tell form experience that learning is much much faster that it was when I learned X stuff. Everything is faster now and so should be the process of learning 3DC.  

Bottom line: my appologies for any 3DC staff member if they feel bad about my lines but my intention is not to offend anyone but to tell you loud and clear that you have to change the approach to new users and make their life easier. Else your community will not grow but shrink more and more and also who knows how many users did quit in the past and gave 0 feedback. I am sure that you can see some analytics in the forum, on the official website and on facebook that will tell you if the popularity of 3DC grew or shrinked and also details on geographic or returns of visitors. I appreciate 3DC software for what it is offering in terms of tools (at least what I can understand for now) and I do wish it to have more success (though it is very hard without strong marketing and good absorbtion of incoming users).

I just posted a couple of videos that might be helpful.  Not sure if you've seen them before, but I created them a little while back.  I also have a couple of timelapse videos that go through the whole process.

Here is one where I took something all the way to finished.  I didn't do a manual retopology, just an auto topology with some edits.  I'd like to make some more detailed tutorials time permitting.  Manually retopology is generally better.  If you watch these and let me know if you have any questions, I'd be happy to give you some advice.

 

 

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I find the documentation is deplorable in 3D Coat and that's very frustrating because it's my favorite go to tool. The manual is totally superficial to the point of being useless. Videos are scattered and often insufficient (or just completely antiquated) for serious work, leaving vast aspects of a tool's functionality unmentioned. Everything should be thoroughly documented and put up for us the way it is in say, Houdini. 

 

I'm trying to learn the new Polyhedron tool and unless Digman comes back to politely and patiently explain it to me then I'm at a loss. And digman doesn't work for 3d Coat and so it's unfair that he should be the only teacher around here to tell us how to use this program in depth. And man, does digman ever know this program in depth.  Ditto for Vertex Painting. There's one or two very superficial videos on this workflow. When you design these tools why not write down what you're thinking and how they're supposed to be used in a workflow in great detail?  Then just put it up as part of your documentation for us to study.

Edited by L'Ancien Regime
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You are right, we are working on it.

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I am also amazed that I ask questions on this forum with clear points to be answered (and that will help the community as well if answered properly) and all I get are very brief answers. Like I should understand everything from a sentence. I understand people do not have time but if there are so many videos on TOOLS and TIPS and so on, why there are no videos ON WORKFLOWs so novices would know what TO DO. Few words scattered in some videos here and there are FAR FROM ENOUGH.

 

I absolutely agree with that. 90% of what I can do in 3D koat now, thanks to just one person. And he is not on this forum.
I see some videos appearing on the program’s YouTube channel, but these videos are kind of boring. Why not ask one of the professionals in this group to make a video of the workflow and upload it to the YouTube channel?

This is a great example. In this video alone, I made the decision to purchase this program. And I was extremely disappointed that, in fact, I learned more from random people about the program than from those who are on the forum.

Please do this. I wrote about this to Andrew, I wrote about it to the sales department, I wrote about it on this forum for six months or so. After all, this is what affects both sales and overall support.

 

Edited by Dmitry Bedrik

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The separation of Rooms led people wanting a Room to become more developed than the other Room. And if a particular Room did not develop these people would not mind for the simple reason of not using the Room (tools and features).

This is partly true. For example, from the whole program I only need a modeling room. Occasionally - retopology. And it really annoyed me that for six months or more, the modeling room remained with all its bugs and errors, while in the drawing room, which I had never used, there were some additions and corrections.
However, in my opinion, this is a matter of psychology of both developers and users. 3D Coat, for some reason, is trying to be both a zbrush and a substence painter, however, in pursuit of both, it lags behind both. I tried to convey this to Andrew, but this was left without any attention whatsoever.

 

However, how do you propose to realize this, ultimately, this "union" of rooms? In a Blender, these are the same rooms, only called tabs. In Zbrush, the same thing, only called modes or tools.

The rooms are a cool and original thing, as if some aspects of the program would not annoy me. With the current speed of development and the fact that Andrew adds new cool things, only for a fee to him personally, this association will take an excessively long time.

 

 

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9 hours ago, L'Ancien Regime said:

I find the documentation is deplorable in 3D Coat and that's very frustrating because it's my favorite go to tool. The manual is totally superficial to the point of being useless. Videos are scattered and often insufficient (or just completely antiquated) for serious work, leaving vast aspects of a tool's functionality unmentioned. Everything should be thoroughly documented and put up for us the way it is in say, Houdini. 

 

I'm trying to learn the new Polyhedron tool and unless Digman comes back to politely and patiently explain it to me then I'm at a loss. And digman doesn't work for 3d Coat and so it's unfair that he should be the only teacher around here to tell us how to use this program in depth. And man, does digman ever know this program in depth.  Ditto for Vertex Painting. There's one or two very superficial videos on this workflow. When you design these tools why not write down what you're thinking and how they're supposed to be used in a workflow in great detail?  Then just put it up as part of your documentation for us to study.

There are hundreds of tools/features to cover, so Pilgway is not going to create all new videos for them every few years. What you think is antiquated doesn't mean it no longer works. The Paint tools/brushes still work the same today as when the videos for them were made. The videos covering vertex paint are more than sufficient to explain how it works...which is to say, the same as with Paint Meshes that have UV's. Instead of color/gloss/metalness information being stored on a UV map, they are stored on the vertices of a Sculpt Mesh. The videos mention that and that's about all there is to it. No need for a bunch of videos covering it.

The videos are stored on Youtube in playlists.

https://www.youtube.com/channel/UCz7E0meXd2yMj4TKY2h0Rbg/playlists

It's where most software companies keep their training content, and it's the most high traffic location to store them, so they are easy to find the appropriate video.  All you have to do is type the feature in the search field of the channel, and it will usually bring it up. As for the Manual, it is still very adequate for getting around in 3DCoat, although they do need to update it. Artman did a really good job on the LiveClay section.

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10 hours ago, L'Ancien Regime said:

I find the documentation is deplorable in 3D Coat and that's very frustrating because it's my favorite go to tool. The manual is totally superficial to the point of being useless. Videos are scattered and often insufficient (or just completely antiquated) for serious work, leaving vast aspects of a tool's functionality unmentioned. Everything should be thoroughly documented and put up for us the way it is in say, Houdini. 

 

I'm trying to learn the new Polyhedron tool and unless Digman comes back to politely and patiently explain it to me then I'm at a loss. And digman doesn't work for 3d Coat and so it's unfair that he should be the only teacher around here to tell us how to use this program in depth. And man, does digman ever know this program in depth.  Ditto for Vertex Painting. There's one or two very superficial videos on this workflow. When you design these tools why not write down what you're thinking and how they're supposed to be used in a workflow in great detail?  Then just put it up as part of your documentation for us to study.

....Also, regarding the BETA curves tools, which the Polyhedron tool is a part of, they are still under BETA development. When Andrew says they are done and no longer Beta, then official feature videos will be made. There are too many changes being made and still to be made, to create them prematurely. For one thing, I asked Andrew, as others have, if he could have the new curves toolbar section tear off and able to pin in the viewport for easier/quicker access. He agreed it should be done, but we will have to see if he does. I would not really want to show the curves without this core functionality.

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....Also, regarding the BETA curves tools, which the Polyhedron tool is a part of, they are still under BETA development. When Andrew says they are done and no longer Beta, then official feature videos will be made. There are too many changes being made and still to be made, to create them prematurely. For one thing, I asked Andrew, as others have, if he could have the new curves toolbar section tear off and able to pin in the viewport for easier/quicker access. He agreed it should be done, but we will have to see if he does. I would not really want to show the curves without this core functionality.

However, when it became possible to create objects through curve profiles, the video came out without problems.

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2 hours ago, Dmitry Bedrik said:

However, when it became possible to create objects through curve profiles, the video came out without problems.

The developer working on them made those. When the toolset is complete, there will be more complete videos covering them.

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13 hours ago, L'Ancien Regime said:

... Everything should be thoroughly documented and put up for us the way it is in say, Houdini. 

Houdini's online Learn is divided into several parts:

1. Getting Started

2. Learning Paths 

3. Tutorials /  Experts 

4. Talks & Webminars

5. Schools & Training 

6. Education Programs

----------------------------------------

It is interesting that the tutorials are subdivided by 

- Categories

- Levels 

- Industries 

- Versions

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3 hours ago, AbnRanger said:

....Also, regarding the BETA curves tools, which the Polyhedron tool is a part of, they are still under BETA development. When Andrew says they are done and no longer Beta, then official feature videos will be made. There are too many changes being made and still to be made, to create them prematurely. For one thing, I asked Andrew, as others have, if he could have the new curves toolbar section tear off and able to pin in the viewport for easier/quicker access. He agreed it should be done, but we will have to see if he does. I would not really want to show the curves without this core functionality.

Thanks for explaining this. 

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I think that for the most part, people really want a normal tutorial. Like Eric Keller wrote in his book Introduction to Zbrush, where everything is chewed from the very beginning, to some relatively complex (for beginners) things.

1041346.jpg?t=20160708184857

(450+ pages)

In fairness, blender, zbrush, that a number of other programs, manuals from developers do not differ in detail and details. In fact, the instructions “how to make a dragon out of a default ball” are written by professionals or those who have recently learned to sculpt these dragons themselves. That is, those who use the program as a hobby and / or for work.

You didn’t often see that game developers, for example, starcraft, were tournament champions, or that Gabe Newell was the record holder for speedy passage through half-life? 

Edited by Dmitry Bedrik

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You know what would make the best basis for a meticulous manual, in the manner of Houdini? 

 

The programmer's notes buried right in the code.

 

// We need to multiply quantity by 2 here because they are bought in pairs
cost = quantity * 2 * storePrice;

 

All the  code  is annotated to avoid confusion as it's passed up and down the pipeline of labor . It should be a commentary that goes into the greatest detail not only what each tool is doing but what each parameter inserted is for and how it's linked to other operations and  dynamic databases within the program. That's the kind of molecular level of information that the  manual we need should be drawn from. It's not 3D Coat v2 anymore. It's a serious vital tool now, not a casual toy.

 

That's probably an insane thing to propose but it felt good to say it.

 

 

 

Edited by L'Ancien Regime
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I mean, just look at this; this is just one little detail from an immense section on rendering in Houdini with Mantra and how it's connected with lights, and cameras and materials, ROPS (Render Operators) and SOPS (surface operators) and on and on.  (The Diffuse Limit is just one obscure parameter among dozens perhaps a hundred, maybe thousands of parametric adjustments

dl.thumb.PNG.a0ffb14a909510b166569c70477890c6.PNG

 

In this example, increasing the Diffuse Limit has a dramatic effect on the appearance of the final image. To replicate realistic lighting conditions, it is often necessary to increase the Diffuse Limit. However, since the amount of light contribution usually decreases with each diffuse bounce, increasing the Diffuse Limit beyond 4 does little to improve the visual fidelity of a scene. Additionally, increasing the Diffuse Limit can dramatically increase noise levels and render times.

 

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https://www.sidefx.com/docs/houdini/render/limits_tab.html

 

It's beautiful. That's a beautiful little render.  And it edifies you. It's almost like it's the Holy Bible of VFX and CGI.  This is how I'd like to see the manual for 3D Coat. 

Edited by L'Ancien Regime

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