Thanks for all your hard work!
Farsthary update channel
#121
Posted 02 September 2011 - 01:35 AM
Thanks for all your hard work!
Messiah|Modo|3DC+Video Training Bundles
Report any bugs & post feature requests on the 3DC Mantis page: http://3d-coat.com/mantis/
#122
Posted 02 September 2011 - 04:26 AM
http://forums.cgsoci...?f=59&t=1004796
Generalist
www.philnolan3d.com - Twitter - Google+
Desktop: Win8 Pro x64, Core 2 Quad 2.4 GHz, GeForce GTX 470, 8GB RAM
Laptop: Vista Home Prem x86, Core 2 Duo, 1.5 GHz, GeForce 8600M GS, 2GB RAM
#123
Posted 02 September 2011 - 05:08 AM
Its the "distance" parameter that makes all the difference.It's there in Zbrush,Mudbox and LazyNezumi.Oh, I will have to try it Zbrush.... also I think I know what you are talking about....taking note
This is what allow to follow complicated curves on long distances.
http://people.happycoders.org/kamih/wordpress/?page_id=46
(In LazyNezumi the distance parameter Im talking about is called "radius".)
"The Wind In the Willows", Chapter 7 "The Piper at the Gates Of Dawn"
#124
Posted 02 September 2011 - 10:44 AM
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
Posted 02 September 2011 - 05:15 PM
#126
Posted 02 September 2011 - 06:52 PM
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.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.
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.
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.
"The Wind In the Willows", Chapter 7 "The Piper at the Gates Of Dawn"
#127
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.![]()
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.![]()
![]()
thanks Artman, I have this already in my todo list
#128
Posted 02 September 2011 - 09:11 PM
I think I have solved your bug with 0 Depth
#129
Posted 10 September 2011 - 08:49 AM
Macbook Pro4,1 - 10.6.8 - 2gb Ram - 512mb VRAM
#130
Posted 10 September 2011 - 12:35 PM
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.
#131
Posted 10 September 2011 - 05:06 PM
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.
#132
Posted 10 September 2011 - 09:13 PM
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.will always be the only valuable art concept.
Of course, how many? Where is our artwork?Remember WE are Beta team
Final
I'm not sure about it.All of this WILL happen,but not right now.
#133
Posted 11 September 2011 - 09:13 AM
The more efficients and with quality will be the tools,the more people will use the program(and showing artwork)
#134
Posted 11 September 2011 - 09:48 AM
Remember WE are Beta team
Amd Quad Core FX-4100 3.6MHz
Windows 8 Pro
GTX550 Ti 1GB GDDR5
8GB DDR3
Wacom Bamboo Pen & Touch Small (CTH-461)
Silo 2.2 ,3D-Coat V3 Pro
Blender3D 2.67a , TrueSpace 5&7
Sculptris
#135
Posted 11 September 2011 - 09:56 AM
Amd Quad Core FX-4100 3.6MHz
Windows 8 Pro
GTX550 Ti 1GB GDDR5
8GB DDR3
Wacom Bamboo Pen & Touch Small (CTH-461)
Silo 2.2 ,3D-Coat V3 Pro
Blender3D 2.67a , TrueSpace 5&7
Sculptris
#136
Posted 11 September 2011 - 03:47 PM
This is correct, my answer still stands though. How many are we? Where is our artwork?I think Artman meant "WE" as general 3dcoat user who make frequent use of the forums.
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.
#137
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.
Messiah|Modo|3DC+Video Training Bundles
Report any bugs & post feature requests on the 3DC Mantis page: http://3d-coat.com/mantis/
#138
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
Posted 15 September 2011 - 01:40 PM
#140
Posted 15 September 2011 - 03:01 PM
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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