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Farsthary update channel


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#121 Javis

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Posted 02 September 2011 - 01:35 AM

Hey Raul, really awesome work! I am eager to see these new brushes. :)


Thanks for all your hard work! :drinks:

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#122 philnolan3d

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Posted 02 September 2011 - 04:26 AM

I shared this great news on CGTalk so you should be seeing some extra traffic on your site. :)

http://forums.cgsoci...?f=59&t=1004796
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#123 artman

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Posted 02 September 2011 - 05:08 AM

Oh, I will have to try it Zbrush.... also I think I know what you are talking about....taking note ;)

Its the "distance" parameter that makes all the difference.It's there in Zbrush,Mudbox and LazyNezumi.
This is what allow to follow complicated curves on long distances.

http://people.happyc...ess/?page_id=46
(In LazyNezumi the distance parameter Im talking about is called "radius".)
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#124 Digital777

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Posted 02 September 2011 - 10:44 AM

Radial symmetry will be very useful with these new tools, i had a quick idea which would be a Branch symmetry.

By that i basically mean one where it moves/rotates the reflection point/axis to the current mouse location with a bit of extra calculations when drawing. So basically with Snake brush etc you would get a nice tree branch effect quickly rather than having to make each part or moving things around manually. Just a idea really but i think that could be quite a useful feature to have.

#125 farsthary

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Posted 02 September 2011 - 05:15 PM

Hi guys!

more good news, an inflate brush!
http://farsthary.wor...-inflate-brush/

#126 artman

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Posted 02 September 2011 - 06:52 PM

I found a pretty good description of the missing element I'm talking about.

LazyRadius: When the LazyMouse feature is on, LazyRadius sets the length of the 'string' connecting the mouse cursor to the drawing point.
The longer the string, the more precise the stroke, but the further you'll have to move your hand to make it.

One of the problem of course is to make sure it works well with Alphas image,meaning not noisy details on overlapping alphas if spacing is very small.
That is the difficult part to obtain,but its essential for making Hard Surface details like lines you can see on this model I'm working on.
Also very difficult to obtain is uniformity of alphas spacing when 3dCoat's "rotate along stroke" option is activated,this feature works well with big spacing but gives ugly results when using very small spacing.To achieve good hardsurface lines, uniformity of stroke is essential even with very small spacing values.
This is why I had to use Zbrush on this model for small lines,except that this model is 95% 3dCoat,straight voxels exported as Dense Quads from file menu.
I think "interpolate" and "spacing" and "rotate along stroke" (in pen option) should be merged in one setting window.
hs.jpg
There is same thing in Mudbox's Steady Stroke (its called "distance" instead of Lazyradius).

Here is an alpha image for you to experiment if you ever feel like working on this issue.
Its a difficult image to make work with spacing and "rotate along stroke" options.Its a challenge for you and Andrew. :D
5.jpg
Lest limbs be reddened and rent--I spring the trap that is set--As I loose the snare you may glimpse me there--For surely you shall forget
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#127 farsthary

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Posted 02 September 2011 - 09:10 PM

I found a pretty good description of the missing element I'm talking about.

One of the problem of course is to make sure it works well with Alphas image,meaning not noisy details on overlapping alphas if spacing is very small.
That is the difficult part to obtain,but its essential for making Hard Surface details like lines you can see on this model I'm working on.
Also very difficult to obtain is uniformity of alphas spacing when 3dCoat's "rotate along stroke" option is activated,this feature works well with big spacing but gives ugly results when using very small spacing.To achieve good hardsurface lines, uniformity of stroke is essential even with very small spacing values.
This is why I had to use Zbrush on this model for small lines,except that this model is 95% 3dCoat,straight voxels exported as Dense Quads from file menu.
I think "interpolate" and "spacing" and "rotate along stroke" (in pen option) should be merged in one setting window.
hs.jpg
There is same thing in Mudbox's Steady Stroke (its called "distance" instead of Lazyradius).

Here is an alpha image for you to experiment if you ever feel like working on this issue.
Its a difficult image to make work with spacing and "rotate along stroke" options.Its a challenge for you and Andrew. :D
5.jpg


thanks Artman, I have this already in my todo list ;)

#128 farsthary

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Posted 02 September 2011 - 09:11 PM

@Michalis

I think I have solved your bug with 0 Depth



#129 LorenzoS

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Posted 10 September 2011 - 08:49 AM

Getting better every update. Great work guys.
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#130 michalis

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Posted 10 September 2011 - 12:35 PM

Well, where are the new builds? This 0 depth issue is of great priority. For LC and in voxels mode.
I was trying grow tool in voxels mode. Even 0 is tooo much.
BTW there isn't any basic shaping tool in vox mode. The basic brush for adding or reducing, where is it? Grow works more like sphere tool.
The 'build' tool works fine though, especially using a sharp mask. The vox equivalent of sculptris crease tool.
Someone could say that I'm addicted to sculptris and zb tools. But to blender as well. These other devs can't be wrong, they're listening carefully and they're probably artists themselves.

About the UI in sculpting mode.
sculptris and blender have the spontaneous way (simple letters as tools shortcuts) D for draw, G for grab etc. ZB and 3dc don't have this. Shortcuts like E in 3dc could change to something like alt+E. More logical IMO.

I'm not sure that I'm in topic but it's time to start a sculpting tutorial for developers LOL. OK, I'm not as good artist but to have a sculpting app for just simple animation or VG figures won't help me in the near future.
The only real close to art tool in 3dc is these broad cuts (E panel) and the booleans. The essence of voxels.
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#131 michalis

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Posted 10 September 2011 - 05:06 PM

OK artman, I'm relaxed. Most of nice works posted in this forum came from workflows involving zbrush or MB or some other app.
There're a few regular users like you and me remaining here. Even fewer are posting their artwork.
I'm not the first that noticed this. This community doesn't help developers much.
We're talking about digital sculpting and its future.
What I see is some users believing that a low quality VG or animated cartoon will always be the only valuable art concept.
But the majority of digital artists are waiting for zbrush r2. I can guess why. A great tool set, an after retopo sculpting on hi def meshes, a decent displacement maps export.

Someone has to fine tune these tools, farsthary may do this. Andrew did a great work in depth but I understand, he may find my requests a bit boring.
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#132 michalis

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Posted 10 September 2011 - 09:13 PM

will always be the only valuable art concept.

The only one, I didn't say that this isn't art. Artman, please, have a more spherical opinion on what I'm posting in zb or sculptris forum.

Remember WE are Beta team

Of course, how many? Where is our artwork?

Final

All of this WILL happen,but not right now.

I'm not sure about it.
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#133 renderdemon

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Posted 11 September 2011 - 09:13 AM

Not clear what you are saying Michalis.
The more efficients and with quality will be the tools,the more people will use the program(and showing artwork)
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#134 JimB

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Posted 11 September 2011 - 09:48 AM

So all betas are for the select few i.e not public ,I just thought things were slowing down a bit.

Remember WE are Beta team


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#135 JimB

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Posted 11 September 2011 - 09:56 AM

Yes I admit the meaning is unclear.
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#136 michalis

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Posted 11 September 2011 - 03:47 PM

I think Artman meant "WE" as general 3dcoat user who make frequent use of the forums.

This is correct, my answer still stands though. How many are we? Where is our artwork?

We need better sculpting tools. A better and more effective UI.
For example:
What about properties on the tool like: pinch behavior(+-), Above/below surf +-value , flat/planar flat/smooth flat

Imagine a simple draw tool with some flat smooth value, above, pinch 0. Here we have a clay tool.(add some mask on it)
Simple draw brush, a little pinch behavior, a little above/below (+-), and a sharper mask, we have a crease tool.
The pinch tool, above/below value= a really helpful pinch tool.

All these on properties of the A, D, G, P etc tools (direct shortcuts)
Other properties (like the E key) should change to alt+E or similar.
Brushes need shortcuts, other tools like merge, curve, etc, don't

Why the basic draw tool doesn't follow the masks? BTW
Why the lock to camera view tool size works like crazy? Always broken.
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#137 Javis

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Posted 12 September 2011 - 12:18 AM

This is correct, my answer still stands though. How many are we? Where is our artwork?

We need better sculpting tools. A better and more effective UI.


I can say for certain that both of those thoughts are coming.

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#138 MADjestic

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Posted 12 September 2011 - 02:02 PM

I can say for certain that both of those thoughts are coming.


My excitement is such, that a friend of mine will soon start taking hostages - just too try out the new brushes pack! :)

#139 mulciber

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Posted 15 September 2011 - 01:40 PM

strange, it looked like this thread was about Farsthary's 3D Coat updates but it seems to be a private conversation between michalis and polyxo....

#140 michalis

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Posted 15 September 2011 - 03:01 PM

So sorry, you're right.
We were talking about the quality of tools, about the need of UVs and some retopo in any case.
When we'll start seeing triangulated artifacts on normal and displacement maps, then this private conversation will stop to considered as private. LOL
But you're right, it's out of topic. Sorry again. Polyxo actually started a new thread about these in a more appropriate topic.
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