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Farsthary update channel


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Hi All :)

Since this forum cover a wide variety of topics and I can't track them all due to my slow internet connection I will try to focus on this thread insetead :)

Here I will post updates and will answer community questions as well if I can.

LiveClay is progressing very well, I'm finishing the smoothing part of the algorithm and soon will tackle extraordinary vertices that arises when the detail level between the pen and the base mesh is too different.

After that, I think there's no big showstopper to make the first public update, Andrew will review the code and commint some design changes, I can't foretell how long will that take but not too much ;)

Beta testers will be wellcome in this part in order to stress the new feature and discover improvements path (I'm not a modeler so I will need a good feedback to improve it further)

Further in the roadmap is the mesh simplification feature, dynamic subdivision is not only adding detail but also removing detail.

All of that in the Surface mode, but eventually all of those tools will be replicated into the Voxel Room to get a very powerfull Voxel LiveClay that will allow interchangeability between both modes without loosing adaptive detail and improving memmory footprint a lot :)

Voxels are very powerfull but currently in order to sculpt fine detail on relative small zones of an object you need to double the voxel resolution in the whole model, so having LiveClay for voxels will allow to finely refine any portion of the object in a local and adaptive way :)

More surface tools will come, polygons are inexpensive to handle by current graphics pipelines and many users find them very easy to work on, I see the voxels as the heart and the power of 3DCoat and the Polygons as the skin and the face, that way we can serve every modeling paradigm :)

Stay tunned.... I'm very ambitious in terms of development and research so with the Lord's help an with Andrew and the Pilgway tem help I think the sky is the limit ;)!

Cheers

Farsthary

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Thanks for the info. That really sounds great. Also the new smooth all tool is great. It really evens triangles faces nicely.

I don't know if this is your task or Andrews but when you press resample it changes mesh into voxel mesh density. Also when you do

smooth all -> resample -> smooth all -> resample -> smooth all = it brakes the mesh

But thanks again for joining to 3d-coat team. I think that even sky is not enough for you and Andrew :)

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Hi Raul! Thanks for the update. I'm glad to hear things are progressing nicely. I'm very much looking forward to testing 3DC with your LiveClay tools, especially the voxels. It should be very interesting. :)

Any thoughts on how you'll also integrate the LiveClay tools within the poly sculpting room?

  • Advanced Member
Any thoughts on how you'll also integrate the LiveClay tools within the poly sculpting room?

What do you have in mind Javis? A different workflow, an after retopo detailing sculpting?

This is a 'must' in some cases.

The ability to add geometry as in sculpting multi-res room... now I ask too much.

Raul is maybe familiar with this as this comes from blender development.

So we'll have three possible workflows.

1. one from voxels > retopo > bake (best for terrains and other subjects)

2. a surface (Raul's mode over voxels) > retopo > bake (best for interesting spontaneous forms as dynamic topology and easy moving helps a lot)

3. A after retopo multires detailed sculpting > bake maps ( a MV mode I suppose)

These at least three possible workflows make UI a little complicated but very clear to me.

Some people in this forum may not understand what I'm talking about but this isn't my concern.

Some may believe that they can sculpt with details and then retopo and bake.

In some cases this will work, in some other cases it will be a disaster.

We have to face it.

  • Like 1

Hi all :)

Just another quick update, I have implemented a zero shrinkage mesh relaxation that will solve the current issues with the SmoothAll tool, it is awesome because it preserves the shape in every detail while gives the advantage of the smoothing algorithms and improves topology, consider it as an upgrade of the new smooth, soon I will post in my site new screenshots and will sned the code to Andrew :)

It also performs very very well with LiveClay.

Cheers

Farsthary

  • Like 2
  • Advanced Member
Just another quick update, I have implemented a zero shrinkage mesh relaxation that will solve the current issues with the SmoothAll tool, it is awesome because it preserves the shape in every detail while gives the advantage of the smoothing algorithms and improves topology, consider it as an upgrade of the new smooth, soon I will post in my site new screenshots and will sned the code to Andrew

It also performs very very well with LiveClay.

Stop teasing and let us play :D:clapping:

What do you have in mind Javis? A different workflow, an after retopo detailing sculpting?

This is a 'must' in some cases.

The ability to add geometry as in sculpting multi-res room... now I ask too much.

Raul is maybe familiar with this as this comes from blender development.

So we'll have three possible workflows.

1. one from voxels > retopo > bake (best for terrains and other subjects)

2. a surface (Raul's mode over voxels) > retopo > bake (best for interesting spontaneous forms as dynamic topology and easy moving helps a lot)

3. A after retopo multires detailed sculpting > bake maps ( a MV mode I suppose)

These at least three possible workflows make UI a little complicated but very clear to me.

Some people in this forum may not understand what I'm talking about but this isn't my concern.

Some may believe that they can sculpt with details and then retopo and bake.

In some cases this will work, in some other cases it will be a disaster.

We have to face it.

You said it brother. :) That's what I have in mind.

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