Applink Developer haikalle Posted June 3, 2011 Applink Developer Share Posted June 3, 2011 I don't know if this is possible but one solution could be that when you go back to voxel mode it would voxel the mesh only the area where you sculpt, leaving the untouched area as it was in surface mode. But booleans looks really great in the short video. Going into right direction for sure. Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted June 3, 2011 Share Posted June 3, 2011 Maybe I'm misunderstanding what is meant by it but this discussion of subdividing voxel cells sounded a lot like having multi res like Live Clay, in voxels. Quote Link to comment Share on other sites More sharing options...
Applink Developer haikalle Posted June 3, 2011 Applink Developer Share Posted June 3, 2011 Care to elaborate ? Liveclay is in such an early state yet I don't see what voxel would do liveclay won't do when done. Agree. I'm already seeing myself sculpting in surface mode most of the time. Really fast and fun. Fun part is because the LiveClay Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted June 3, 2011 Share Posted June 3, 2011 Obviously I can only comment on what we have now, not what we well have in the future, but we have a whole collection of tools here, most of them we do not have in Surface mode. Even the ones we do have that are similar, I like the feeling of the the voxel version better. For example Build feels less mushy than Draw to me. Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted June 3, 2011 Share Posted June 3, 2011 Please note I did not say all of them, I said most of them. Whoa wait a minute, I was all ready to accept that those two tools are the same and then I went and tried them for the heck of it. They're completely different! Video: http://screencast.com/t/Epe8nj4S8H Another video: http://screencast.com/t/CQj1m9Jl Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted June 4, 2011 Share Posted June 4, 2011 I only made the videos to show the point I was making, that the tools I like are not available in Surface mode and partly because I was confused at you were saying those two tools were the same, when I could clearly see they are not. I didn't do a move, I was showing that Build continuously adds geometry while Rapid2 doesn't. I was using a tablet but I purposely showed that I had sensitivity disabled so that it was a fair example of both tools. I don't really understand what's happening in your GIF, sorry. Quote Link to comment Share on other sites More sharing options...
Member xsinick Posted June 4, 2011 Member Share Posted June 4, 2011 Can we just have one set of Sculpting tools why so many? -Basic Tools- Clay / Scrape Pinch Crease Flatten Grab / Move Rotate Scale Inflate Pattern Stamp -Extended Tools ( these tools should build a structure and stay live so when you affect them the sculpt moves)- Bones / Curves Muscles ( this tool is nice good job here) and all should inverted with the right mouse button pressed. Quote Link to comment Share on other sites More sharing options...
Advanced Member Digital777 Posted June 10, 2011 Advanced Member Share Posted June 10, 2011 Image editors like photoshop have loads of tools and loads of brushes. The way they sort that out is having a nice and simple GUI for it with well designed menus. So i think 3DC should do a similar thing and change the GUI if anything rather than removing tools which would be a very bad idea. Sure there could be improvements to the most common tools but other than that lots of tools to use is a good thing, some of them need a few more adjustment options however. But talking about the GUI, one thing 3DC still needs to do with it in my opinion is sort out the resource system - http://3d-coat.com/mantis/view.php?id=161 The way it works now makes it annoying to use new content so usually i just don't, with most other apps it's as simple as navigating to my resource folders though. Quote Link to comment Share on other sites More sharing options...
Advanced Member Digital777 Posted June 10, 2011 Advanced Member Share Posted June 10, 2011 Back on topic though, it seems there will be new Boolean operations which sound very useful. Via - http://twitter.com/AndrewShpagin I was busy with boolean operations in surface mode. They are almost as fast and stable as it should be, but still not ready for release. Anyway, it is big step forward. Together with LiveClay it will be really powerful. Easy changeable topology + adaptive density! First useful application of booleans - cutting off with E panel in surface mode - http://bit.ly/m4HkPi . Pay attention to sharp edges. I finally achieved very good stability and speed in boolean cut with E panel even with very many sequential booleans - http://bit.ly/llo2IB Quote Link to comment Share on other sites More sharing options...
Advanced Member wailingmonkey Posted August 16, 2011 Advanced Member Share Posted August 16, 2011 Andrew...saw your posting regarding better PPP seamlessness...nice job! (very happy to see you addressing this!) I wonder if there's a way to 'average' the padding values between each UV island that has 'matched' edges, but specifically for the normals? (perhaps you're already doing this?) It seems the normals information is having the greatest visual impact in breaking the seamless appearance. Quote Link to comment Share on other sites More sharing options...
Contributor artman Posted August 23, 2011 Contributor Share Posted August 23, 2011 Wow,Its very strong enhancement of copy tool! I was waiting for this,it makes a lot of operations much more straightforward. Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted August 23, 2011 Share Posted August 23, 2011 Andrew...saw your posting regarding better PPP seamlessness...nice job! (very happy to see you addressing this!) I saw this post as well but I don't understand, both images look exactly the same to me. Quote Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted August 23, 2011 Contributor Share Posted August 23, 2011 Could this be visual sarcasm? Quote Link to comment Share on other sites More sharing options...
Javis Posted August 24, 2011 Share Posted August 24, 2011 The seams are a little smoother than before. If you look closely. Quote Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted August 24, 2011 Share Posted August 24, 2011 After 4 days of work over issue you will definitely will see HUGE difference Actually seams are much less visible on the bottom image. On the top "cuts" are very clearly visible. Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted August 24, 2011 Share Posted August 24, 2011 Yes I can see that it would be different from further away. I just expected something much more drastic from the wording of the tweet, "Looks like I achieved some good success in seamlessness in PPP". But that's great if this is a small improvement and Andrew says it's getting even better than it's all good news. Quote Link to comment Share on other sites More sharing options...
Advanced Member michalis Posted August 24, 2011 Advanced Member Share Posted August 24, 2011 Seams are visible, especially using normal maps. Bumps (displacements) don't have this problem, wondering why. Quote Link to comment Share on other sites More sharing options...
Contributor artman Posted August 25, 2011 Contributor Share Posted August 25, 2011 Probably due to the nature of the maps: bumps are elevation only, normals are 3d vectors Tangent space normal maps will always show seams even in AAA games if they would let us zoom close enough. There is not much Andrew can do about this. This is why artists (as you already know) are still highly encouraged to hide them whenever possible. Object space normal maps are much more forgiving regarding seams. Quote Link to comment Share on other sites More sharing options...
Contributor artman Posted September 2, 2011 Contributor Share Posted September 2, 2011 I am working over possibility to paint over all image planes in 3DC - materials, masks, reference image planes, patterns for logo/shadowbox. Great!!! I dont care much about painting over materials/masks but I can't wait to try it along SketchTool. Loading external images was exactly what stopped me from using this tool. It was released much earlier than zbrush 's shadowbox and its exactly the same thing except that loading premade image required more organization. Now its gonna be much easier to have fun with it. Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted September 2, 2011 Share Posted September 2, 2011 Funny thing is that people will see it and say its ripping off zbrush. :p Quote Link to comment Share on other sites More sharing options...
Advanced Member spacepainter Posted September 8, 2011 Advanced Member Share Posted September 8, 2011 Really nice function, I can´t wait to try it out. Quote Link to comment Share on other sites More sharing options...
Advanced Member jedwards Posted September 13, 2011 Advanced Member Share Posted September 13, 2011 The sketch preview vid was awesome Andrew! Looking forward to using it! Quote Link to comment Share on other sites More sharing options...
Member MADjestic Posted September 14, 2011 Member Share Posted September 14, 2011 Great!!! I dont care much about painting over materials/masks but I can't wait to try it along SketchTool. Loading external images was exactly what stopped me from using this tool. It was released much earlier than zbrush 's shadowbox and its exactly the same thing except that loading premade image required more organization. Now its gonna be much easier to have fun with it. Thanks, Andrew! That's exactly what SketchTool has been missing to let this gem shine. Now, anybody willing, can enjoy the precision and clear limits of projection sculpting, wrapped up inside a nice interface, all inside 3DC! Best luck with that, And, traditionally with all the new features sneak-peaks storming the community - can't wait to try them out! Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted September 14, 2011 Share Posted September 14, 2011 Ah, yes that did annoy me. Great to see a fix. Quote Link to comment Share on other sites More sharing options...
Contributor LJB Posted September 14, 2011 Contributor Share Posted September 14, 2011 Nice Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted September 26, 2011 Share Posted September 26, 2011 Now you can show or hide almost any part of the 3DC UI. UI improvement - you will be able to exclude almost any UI elements that you are not using - http://bit.ly/n7vTOi (see [Customize] button). Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted November 4, 2011 Share Posted November 4, 2011 Amazing! Primitives tool improved - now any model from "Models" and "Splines" tabs may be used as custom primitives directly - http://bit.ly/sIPkrz Quote Link to comment Share on other sites More sharing options...
Advanced Member Digital777 Posted November 5, 2011 Advanced Member Share Posted November 5, 2011 Nice, that feature will be very useful Quote Link to comment Share on other sites More sharing options...
Javis Posted November 10, 2011 Share Posted November 10, 2011 - Andrew I think I won't use voxel anymore if there's no bug forcing me to remesh. \O/ Thank you. I just saw this, and am very happy to hear this! Very cool. Can't wait to get my hands on the build with this. Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted November 10, 2011 Share Posted November 10, 2011 I think I won't use voxel anymore if there's no bug forcing me to remesh. \O/ Thank you. Voxels still have a few things that can't be done in surface mode such as Warp and Axial, but it's definitely a cool step forward. Quote Link to comment Share on other sites More sharing options...
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