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endi endi is online now
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Incredible!!!
http://www.3d-coat.com/v3_voxel_sculpting.html
#1   Old 04-Dec-08, 20:44   
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This is the xdugef modeling everyone is talking about.
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#2   Old 04-Dec-08, 20:51   
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Michael W Michael W is offline
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very nice, It's strange, I was just thinking about this stuff with the sim physics volume rendering branch...

I wonder how you get the data out though... I guess it's still convert to high poly mesh and generate a displacement...
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#3   Old 04-Dec-08, 20:58   
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It's amazing what practically one programmer can do when he's dedicated to what he's developing.

If it gets proven that one programmer can create an app. a lot more powerful than Blender, then it'll make it look like to 98 percent of users that learning Blender would be a waste of time. What we need to match this power is being able to paint a procedural texture in a volume mesh using Broken's volume rendering and shaders to display it in the 3D view.

The closest we have right now is Nicholas's editable multires branch, as that at the least allows modeling after sculpting before sculpting some more.
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Last edited by Ace Dragon; 04-Dec-08 at 22:10.
#4   Old 04-Dec-08, 21:49   
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Michael W Michael W is offline
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What are you on about CD? It's just a hi-res sculpting/modelling program... hardly the "production suite" that blender is and unlikely to be either...

I wouldn't have thought you'd be so fickle!

BTW, I just downloaded the alpha to try out...

The features and cost are great, and really incredible for a "lone gunman" ....but I really hate the feel of this program... I haven't got the voxel stuff going, but I just remembered how much I hate the "normal map" preview whilst painting and then the displacement appears when the stroke ends! ah well...
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#5   Old 04-Dec-08, 22:03   
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Quote:
What are you on about CD? It's just a hi-res sculpting/modelling program... hardly the "production suite" that blender is and unlikely to be either...

I wouldn't have thought you'd be so fickle!
Sometimes I feel optimistic and sometimes I have raging pessimism. It depends.

I did notice one thing though, the joins on the voxel models on the site are just about a perfect hard transition, as if the new stroke was just tacked on. I wonder how a smooth brush would work in voxel.
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Soar, soar through the skies upon the wings of anything that can fly, to bring your dreams to reality, to bring success upon you, to bring you a good life for you and your family. Not everyone can get to the point where you constantly draw 4 aces in a deck of cards, but everyone is able to taste what success feels like and what that can mean for them.
#6   Old 04-Dec-08, 22:09   
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fahassani fahassani is offline
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Nice,
the first Look i think it was about Zbrush but I look back it was not. funny!
Give it a shot than.
it works on MAC that great.
#7   Old 04-Dec-08, 22:11   
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renderdemon renderdemon is offline
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It's a really good sculpting program,with some new(and good) ideas
This is my last try with it(started from a sphere).


f


Probably is the easiest sculpt program never done,but for now isn't much useful for real work.
#8   Old 04-Dec-08, 22:11   
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Eclectiel Eclectiel is offline
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Quote:
Originally Posted by Michael W View Post
very nice, It's strange, I was just thinking about this stuff with the sim physics volume rendering branch...
Lol, had the same thought after Farsthary's cheese video.

This technique looks really amazing. Looks so smooth without the limitations of face-sculpting when you run out of faces in an areas. Don't know the details on how it works, but if it doesn't use polys I guess a retopo after sculpting would do the work.

.
#9   Old 04-Dec-08, 22:12   
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Michael W Michael W is offline
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Quote:
Originally Posted by renderdemon View Post




Probably is the easiest sculpt program never done,but for now isn't much useful for real work.
Nice Air guitar!

What are the shortcomings for "real work"?

as a feature set it looks like it does the right things~(import/export OBJ, retopology features, painting on multiple maps, layers etc....) don't they hold up in practice?
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#10   Old 04-Dec-08, 22:18   
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renderdemon renderdemon is offline
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What I mean is that,as for now is a beta,it has some problems.
For example exporting(with obj)is possible,but with big volumes it crashes,the triangulation have to be improved in memory usage.
The way voxels work give advantage(freedom in sculpting,absolutely freedom)but also some limitation(detailing at high resolution needs HUGE memory,more than surface sculpting like zbrush, or blender,to do little details the voxel resolution must be really,really high)
EDIT
The retopo tool is really great,with some little improments can be perfect.

Last edited by renderdemon; 04-Dec-08 at 22:36.
#11   Old 04-Dec-08, 22:27   
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dEspadas dEspadas is offline
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@Michael W
The voxel edit mode is the last icon at the left panel, I think.

I'm andrew's customer for about a year now and it's really amazing what he has accomplished. Although I didn't used 3dcoat for any serious task yet, I will try to do it soon as possible. But there are some issues that put me down, as some odd behavior when a line cross another line while painting a mesh (nothing extremely serious, but Andrew said that it was fixed and I still sees a odd shape there).
#12   Old 04-Dec-08, 22:30   
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Michael W Michael W is offline
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Thanks for the info RenderDemon

dEspadas, Ah, It all makes sense now! the voxel sculpting is much nicer than the surface stuff!

Must try something "serious" too with the trial!
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#13   Old 05-Dec-08, 09:36   
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gdp2000 gdp2000 is offline
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But doesn't Nicholas new mutlires enhancement have exactly the same functions as this voxel method, when it comes to extruding new "branches" from an object? With the new mutlires modifier, you can always switch to the base mesh's edit mode and extrude some new faces...
#14   Old 05-Dec-08, 15:24   
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Briggs Briggs is offline
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Originally Posted by gdp2000 View Post
But doesn't Nicholas new mutlires enhancement have exactly the same functions as this voxel method, when it comes to extruding new "branches" from an object? With the new mutlires modifier, you can always switch to the base mesh's edit mode and extrude some new faces...
Its not the same thing.

Cheers,
Briggs
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#15   Old 05-Dec-08, 15:44   
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toontje toontje is offline
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Maybe this is also interesting. Don't mind the examples, what do you guys think of the possibilities?
http://graphics.ethz.ch/pointshop3d/
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#16   Old 05-Dec-08, 16:16   
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gdp2000 gdp2000 is offline
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Quote:
Originally Posted by Briggs View Post
Its not the same thing.

Cheers,
Briggs
I know that it's not the same thing. But it can be atobted for a similar workflow and it wasn't possible with the old implementation. Especially the user has the same control on the extrusions thru edit mode as it is demonstrated in one of the 3dcoat vids.

Unfortunately the detail of the higher res levels seems to be propagated over the whole new mesh after extrusion and not only on the old existing faces. But I can be wrong in this point.
#17   Old 05-Dec-08, 17:37   
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renderdemon renderdemon is offline
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The new multires in theory could be useful to have a workflow less linear,similar a bit to voxels(in that case it could have also some advantages)but ,the way changing in topology influences subdivision levels imho have to be improved.

Last edited by renderdemon; 05-Dec-08 at 20:21.
#18   Old 05-Dec-08, 17:46   
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The 3D-Coat software should not be used in the production of any lewd or obscene materials as well as of any products which propagandize hatred against people. We understand that we are not able to check you but we warn you about responsibility before God.
Hmm... so is renderdemon already disqualified for nudity?
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#19   Old 05-Dec-08, 19:55   
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Michael W Michael W is offline
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nudity isn't necesarily lewd and obscene

would anyone call this obscene or lewd? would you agree with them?




odd licence though
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#20   Old 05-Dec-08, 22:53   
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