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Twitter discussion: What Andrew is currently doing.

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From Andrew's twitter:

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If ptex scene has multiple objects, it is now possible to export ptx files separately, one ptx file per object.

Colored specular/emissive export for ptex done too.

Rendering of voxels with alpha channel in render room improved, now faces are sorted from back to front without essential slowdown.

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Very nice and convenient grids and snapping improvements! Look there

137232076109.jpg

137232071689.jpg

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New major feature (Split&Joints) in 3D-Coat for 3D-printing:

SplitNJoint1.png

Joints2.png

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Primitives functionality and UI improved, now you may choose boolean operation type

Primitives/Models may perform intersection or splitting of objects in scene

SplitPrim.png

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Spherical/Cylindrical mapping introduced for masks and materials

137129559602.jpg

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Working over brushing improvements.

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New principle of pinching introduced - "Angulator" tool. See there

Angulator.png

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- Reviews in 3D World: @AndrewShpagin 3D-Coat; @autodesk MotionBuilder '14; @Gnomon_Workshop ZBrush for Concept Artists http://bit.ly/1aLiSL9

- Brushes in surface mode got a lot of refinement, it is other world now.

- Sync with Photoshop/other psd editors keeps correct visibility of layers exchange. (You may use any editor that supports psd - http://paint.net , krita, paint shop pro, painter)

- Additional 2 mouse buttons may be used for navigation if need.

- Baking is more clean now, especially on thin surfaces and harsurface geometry.

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  1. 4) Very accurate retopology in case of symmetry enabled.

     
     
  2. Still need some work to get all done accurately and fit properly in retopo room.

     
  3. 3) Im most cases there will be quads, no ngons or triangles (but this still requires some work).

     
  4. 2) Retopo of open meshes, retopo of meshes directly, without voxelization

     
  5. 1) Almost always edge loops, no spirals

     
  6. Decide to spend a week for autoretopology. Already got some success.

     

     

    Yeah!! Seems like autoretopology is getting some love. :)

     

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Wow great news! If he is serious about "no spirals" for autoretopo, then that is really something special!

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Wow great news! If he is serious about "no spirals" for autoretopo, then that is really something special!

Dem Pixillogical guys done made him good and angry. :D  Git R Done, Andrew. :good:

  • Like 1

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The ANGULATOR TOOL looks amazing!   :D

 

If this does what I think it does...

 

Will it actually create a machined looking, symmetrically smooth surface area

as marked by the FREEZE TOOL?

 

...meaning, will this give you surface areas as if they were created using PRIMITIVES?

Flat, symmetrically smooth surfaces...

Is this like a modified PRIMITIVES TOOL that you can draw the border outline on an area surface?

 

I hope so, I've been trying to find a way to achieve this, with mixed results.

 

The SMOOTH TOOL is fine and all, but I'm looking for a way to get a PRIMITIVES TOOL looking surface

onto an already worked area. 

Edited by Voxelapocalypse

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The Angulator and Smooth tools are in the current beta version, you can try them out for yourself if you like. 

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The Angulator and Smooth tools are in the current beta version, you can try them out for yourself if you like. 

...I have V4 and I can't find the Angulator Tool.  (...or CRAZY DRAW or LUTE, or AAWWEE either.)    :(

In Voxel Mode or Surface Mode.

 

Please heeeeeeeeeeeelp! Where is the Angulator Tool?

 

post-12925-0-06502500-1375145388_thumb.j

Edited by Voxelapocalypse

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In the current beta, 4.0.5H, Angulator is right at the bottom of the Surface tools in Surface mode.

 

07.29.2013-21.26.png

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WOW...lol Thanks everyone!   :D

 

I have the Trial version, only those who are customers can upload any recent upgrades.

 

Andrew is in hyper drive!   :)

Edited by Voxelapocalypse

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4.0.05H?   Is 4.0.05H later than 4.0.06A? 

 

 

 

It looks like I didn't have the latest version installed after all. That's good to know since I'm just about to start a new project right now. 

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OK...Just found out, you ARE able to Download the latest Beta, even if you have the Trial Version...sweet!

So I Downloaded Version 4.0.06A...now have Angulator and other new Tools.   :)

 

...and the new SMOOTHER TOOL looks crazy cool

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Ah, I thought you could use the Betas as trial versions. Glad you got to test the new tools. 

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Completely automatic retopology of the figure in 3D-Coat (quads only, 3400 quads, no spirals, no stars, no guides) - http://bit.ly/1fgEFqT

 

Same with density map - http://bit.ly/12HW8pM  (4400 quads, no guides, only density map)

 

Hardsurface retopo example - http://bit.ly/1464moY

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Completely automatic retopology of the figure in 3D-Coat (quads only, 3400 quads, no spirals, no stars, no guides) - http://bit.ly/1fgEFqT

 

Same with density map - http://bit.ly/12HW8pM  (4400 quads, no guides, only density map)

 

Hardsurface retopo example - http://bit.ly/1464moY

 

Looking very good. That, along with adding our own polyflows and edge loops and then re-hitting 'Retopo' will be excellent.

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Man that is some really good stuff. Can't wait to try that build out.

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I tried Ptex displacement in LightWave when it was first introduced. At least back then it didn't work at all. or I should say it didn't work well at all. I had pixels shooting out like little walls between every polygon.

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Ooooh, those autopo upgrades look exciting. Can't wait to play around with it and compare with ZRemesher (which I find to be unstable). Are we seeing the beginning of a game of oneupmanship between the two perhaps? I do hope so hehe. :)

 

I tried Ptex displacement in LightWave when it was first introduced. At least back then it didn't work at all. or I should say it didn't work well at all. I had pixels shooting out like little walls between every polygon.

 

Ptex displacement works quite well using 3ds Max with Vray fwiw. It's my preferred method because seams are never an issue. I think one of the samples on the Ptex site shows this off too. It's a shame the industry has been so slow to adopt great things like Ptex and OpenSubdiv, while the few that have tend to have trouble with their particular implementation.

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Even super lowpoly retopology possible if mesh is not too dirty - http://bit.ly/17nFu0j  (474 quads)

 

Lowpoly autoretopo of man (1674 quads)- http://bit.ly/18pqgoB  ,1100 quads - http://bit.ly/18pr0Kp

 

Andrew Shpagin @AndrewShpagin

If someone has human figure with fingers - please drop me to test.

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the HardSurface retopo looks great, wonder though, how will it work on smooth corners / edges / sides etc...

 

Hardsurface retopo example - http://bit.ly/1464moY

 

maybe if there is an object with smoothing it could be adjusted by weightmap or something?

i read about a density map setting, could be useful for that sort of thing...

Edited by erikals

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