farsthary Posted May 2, 2016 Author Share Posted May 2, 2016 Hopefully this beta will be released soon, Andrew is interested as-well to release it. Currently I have several known memory undo bugs, so if can't solve them before beta release, use it with caution and saving the model often. Quote Link to comment Share on other sites More sharing options...
Advanced Member gbball Posted May 2, 2016 Advanced Member Share Posted May 2, 2016 Cool, glad it was helpful Raul! I can't wait to try this out and do some testing myself! Quote Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted May 2, 2016 Contributor Share Posted May 2, 2016 Cant wait to use it . Quote Link to comment Share on other sites More sharing options...
Taros Posted May 2, 2016 Share Posted May 2, 2016 Very nice. But can't waint to see the quad strokes too. The tests are really good, but not how a experienced artist would define topology. Whatever - great work Raul! 1 Quote Link to comment Share on other sites More sharing options...
farsthary Posted May 2, 2016 Author Share Posted May 2, 2016 @Taros Yes, I will get fired as a retopology artist in a studio And don't worry, QuadStrokes should be straightforward after finishing this tool. 2 Quote Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted May 2, 2016 Contributor Share Posted May 2, 2016 No one gets fired when i am around hahahah ah ah ahahahahaahha Quote Link to comment Share on other sites More sharing options...
Carlosan Posted May 3, 2016 Share Posted May 3, 2016 Improved Shell heuristic to avoid expensive volumetric shell calculations. This fixes the apparent hang up of volumetric shell. Quote Link to comment Share on other sites More sharing options...
Taros Posted May 3, 2016 Share Posted May 3, 2016 @Taros Yes, I will get fired as a retopology artist in a studio And don't worry, QuadStrokes should be straightforward after finishing this tool. Quote Link to comment Share on other sites More sharing options...
Taros Posted May 4, 2016 Share Posted May 4, 2016 @Raul: Does this website helps you to improve your work maybe? The link was already posted sometime ago in teh 3D-Coat forums, but I think the rules there fits very good to your current topics. Every modeler should know this site and the rules that come with: Shifting grid topology keys 1 Quote Link to comment Share on other sites More sharing options...
Carlosan Posted May 4, 2016 Share Posted May 4, 2016 QuadPaint beta committed to 3DCoat trunk. it should be available for testing soon. Work continues 2 Quote Link to comment Share on other sites More sharing options...
Carlosan Posted May 6, 2016 Share Posted May 6, 2016 Improved SimpleStrokes and QuadPaint drawing methods Added more optimizations to QuadPaint and solved some bugs. 1 Quote Link to comment Share on other sites More sharing options...
Carlosan Posted May 11, 2016 Share Posted May 11, 2016 Partially multi-threaded the heavy AFQuad algorithm. 1 Quote Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted May 16, 2016 Contributor Share Posted May 16, 2016 Great work so far , please do keep it up. Tested in .38 and .39. Very very smart of you when brush is getting bigger to produce less polygons and when brush is small in size to produce more. HATS OFF Quote Link to comment Share on other sites More sharing options...
Carlosan Posted May 16, 2016 Share Posted May 16, 2016 QuadPaint avaliable for testing. (QuadStrips still not usable so don't test it yet) Quote Link to comment Share on other sites More sharing options...
farsthary Posted May 17, 2016 Author Share Posted May 17, 2016 Thanks! Quote Link to comment Share on other sites More sharing options...
farsthary Posted May 17, 2016 Author Share Posted May 17, 2016 @Taros Thanks for the retopo link.! Quote Link to comment Share on other sites More sharing options...
Carlosan Posted May 17, 2016 Share Posted May 17, 2016 Properly flipped QuadStrip end tangents. Quote Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted May 17, 2016 Contributor Share Posted May 17, 2016 I played a bit with QuadPaint tool and would like to ask a question. How can we adjust the number of spans for curves that already exists? For example, I'd like to change the number of edges on curves running down the neck to 12, and then for each curve that runs around it - to 6. Like on the picture. Is it possible? Second question - is it possible to explicitly set the number of spans (segments) for curves that are about to be drawn? I know that brush radius has influence on that, but number of segments doesn't seem to relate to a numerical radius value in any way. Third question - what do the numbers over some of QuatPaint vertices mean? 1 Quote Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted May 17, 2016 Contributor Share Posted May 17, 2016 If i remember correctly at some point he mentioned that a numeric value will be added or something. Really really powerfull tool if this is added (numeric value for spans) Quote Link to comment Share on other sites More sharing options...
farsthary Posted May 17, 2016 Author Share Posted May 17, 2016 Hi Ops, forgot to update the hints: 0-Right click a vertex allows to smooth and move the stroke. 1-Hovering a vertex and DEL , remove the vertices 2-DBL+ Click a vertex, will pin it so you basically created a new edge freely to move. 3-DBL+ Click a segment, between 2 vertices will insert a new point, provided that the radius is smaller than the segment, otherwise will capture the closest vertex an pin it 4-Ctrl + Click a vertex will split the stroke into 2 strokes. 5- Pressing + over a stroke will increase vertices count by 2 6-Pressing - will decrease by 2 7-Overlapping 2 vertices will merge them 8-Overlapping a segment will intersect them. 9-The numerical hint tells the number of vertices between 2 pinned points (inclusive) 10-Moving a vertices very far, after release will insert new divisions, moving them too close will merge them to maintain an average distance. Sometimes the preview snap to surface incorrectly, but the final result will be much better because more smoothing and post process is used at execution time. 1 Quote Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted May 17, 2016 Contributor Share Posted May 17, 2016 Niceeeeeee Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted May 17, 2016 Reputable Contributor Share Posted May 17, 2016 Hi Ops, forgot to update the hints: 0-Right click a vertex allows to smooth and move the stroke. 1-Hovering a vertex and DEL , remove the vertices 2-DBL+ Click a vertex, will pin it so you basically created a new edge freely to move. 3-DBL+ Click a segment, between 2 vertices will insert a new point, provided that the radius is smaller than the segment, otherwise will capture the closest vertex an pin it 4-Ctrl + Click a vertex will split the stroke into 2 strokes. 5- Pressing + over a stroke will increase vertices count by 2 6-Pressing - will decrease by 2 7-Overlapping 2 vertices will merge them 8-Overlapping a segment will intersect them. 9-The numerical hint tells the number of vertices between 2 pinned points (inclusive) 10-Moving a vertices very far, after release will insert new divisions, moving them too close will merge them to maintain an average distance. Sometimes the preview snap to surface incorrectly, but the final result will be much better because more smoothing and post process is used at execution time. Thanks Raul. Any chance to have a thumbnail for it, with a good tooltip? That way, if I can make some sense of it, I will try to do a brief demonstration video. Was tinkering around with it yesterday and while it has a lot of promise, it seemed a bit unruly. On a heavier model, it made so many control points it hung for several minutes and on 4-5 occasions, I had to nix the application in Windows Task Manager and restart. It only seemed to work on very low resolution models. Secondly, when it wouldn't respond the way I was hoping, I'd hit CTRL + Z (UNDO) and it would leave a patch of highlighted faces, that you couldn't get rid of...except to create a new line....with those faces in the way. The DIRECT method seems like it should be the default method, because it generates clean topology, when you can get the tool to fully cooperate, the way a user would expect. It looks like it's going be an awesome addition, but just needs to be a bit more stable and user friendly. 1 Quote Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted May 17, 2016 Contributor Share Posted May 17, 2016 Happened here too , almost the same. Quote Link to comment Share on other sites More sharing options...
farsthary Posted May 17, 2016 Author Share Posted May 17, 2016 hi. will make tonight a tutorial post. yes for heavy models use larger spacing, less control points. Or change preview mode for performance or dissable it because there's a limit on realtime responsiveness. Is a very complex algorithm under the hood. the fact of making it realtime for most cases is an achievent on its own :P Quote Link to comment Share on other sites More sharing options...
farsthary Posted May 17, 2016 Author Share Posted May 17, 2016 will check also that remaining patch after ctrl z. thanks for the feedback. that's the main reason of the release! Quote Link to comment Share on other sites More sharing options...
farsthary Posted May 17, 2016 Author Share Posted May 17, 2016 the performance is proportional to the number of control points. not the base mesh. a heavy model with a coarse retopology should preform realtime fast. Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted May 17, 2016 Share Posted May 17, 2016 Dumb question. Where is this Quad Paint? I don't see it in the tool bar anywhere. Quote Link to comment Share on other sites More sharing options...
Carlosan Posted May 17, 2016 Share Posted May 17, 2016 Hi Phil Do you have Show Beta tools active at preferences ? Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted May 17, 2016 Share Posted May 17, 2016 Oh , strange I used to have that on. OK I turned it on. Still don't see it. I am in 4.5.39. Quote Link to comment Share on other sites More sharing options...
Advanced Member stevecullum Posted May 17, 2016 Advanced Member Share Posted May 17, 2016 You need to restart 3D coat to see the tools after turning them on Quote Link to comment Share on other sites More sharing options...
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