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Full Version: Funny thing at the opposite of Moi ;)

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From: Metin Seven (METINSEVEN)
30 Oct 2017   [#121] In reply to [#120]
My pleasure, Chipp. Thank you for your very informative tutorials.

I'm still exploring 3D Coat, and I love it more every day, especially the voxel sculpting mode. It offers the highest level of sculpting freedom I've experienced so far.

Regards,
From: mkdm
30 Oct 2017   [#122] In reply to [#121]
Hi Metin!

@You : "...especially the voxel sculpting mode..."

Don't forget to discover all the great and powerful opportunities offered by "Surface mode" and "Clay brushes" also!

Ciao!
From: Metin Seven (METINSEVEN)
31 Oct 2017   [#123] In reply to [#122]
Hi Marco,

Yes, exploring Surface sculpting — including Live Clay — is high on my 3D Coat to-do list, although I've already messed around with it a bit. Promising!

Regards,

Metin
From: Michael Gibson
6 Nov 2017   [#124] In reply to [#118]
Hi Metin, well my extra week after the end of the month is almost up and I'm still not quite ready but it's awfully close. I just finished up getting everything except text labels (which I'm leaving out for the first release) drawn and so the only remaining thing is some work on shaders for shaded surfaces and line drawing. If it looks like it might take a while I guess I could leave the line drawing ugly for the first release.

- Michael
From: keith1961
7 Nov 2017   [#125] In reply to [#124]
Hi Michael
Will all the scripts that people have created work with version 4? I have become attached to them.
BW
Keith
From: Michael Gibson
7 Nov 2017   [#126] In reply to [#125]
Hi Keith, yes it is intended that V3 scripts should work with V4. For a few scripts its possible some tune ups in MoI will be needed or possibly a couple of lines of the script might need to be altered but I think that shouldn't be very common. Once the v4 beta is out please let me know if you find any scripts that don't work.

- Michael
From: Finema
7 Nov 2017   [#127] In reply to [#126]
Hi Michael,
Can we use the moi.ini V3 for beta V4 ? or copy / paste ?
It would be great if i could keep all my shortcut keys.
Thanks.
From: Michael Gibson
7 Nov 2017   [#128] In reply to [#127]
Hi Finema, MoI v4 uses the same moi.ini file as MoI v3, by default the moi.ini file is created in a shared location in %AppData%\Moi on Windows or ~/Library/Application Support/Moi on Mac and all versions of MoI share the same one moi.ini file.

So unless you've customized the moi.ini file location (which can be done by moving it into the same folder as the MoI.exe or by giving a command line parameter with a path to the moi.ini file when MoI.exe starts up), V4 will use the same moi.ini file and have the same settings and shortcut keys as V3.

- Michael
From: Finema
7 Nov 2017   [#129] In reply to [#128]
Yes ! very cool !
I can't wait to test it.
Thanks Michael.
From: mkdm
7 Nov 2017   [#130] In reply to [#124]
Hi Michael.

@You : "...I just finished up getting everything except text labels (which I'm leaving out for the first release)..."

What's this "text labels" you are referring to ?

@You : "...If it looks like it might take a while I guess I could leave the line drawing ugly for the first release..."

I think this shouldn't be a problem :)

Have a nice day.
From: Michael Gibson
7 Nov 2017   [#131] In reply to [#130]
Hi Marco,

> What's this "text labels" you are referring to ?

It's the little tag labels that show up on snap points like "End" or "End, Mid, Cen, Int" that tell you the type of snap that's engaged when you're picking points.

It will be coming back, it just won't be in the first beta release. Text can be kind of complicated in 3D accelerated graphics there isn't just one built in way to do it there are a variety of different methods with different trade-offs.

- Michael
From: mkdm
7 Nov 2017   [#132] In reply to [#131]
Thanks for the info Michael.

@You : "...Text can be kind of complicated in 3D accelerated graphics there isn't just one built in way to do it there are a variety of different methods with different trade-offs..."

I understand. No problem.

Ciao!
From: amur (STEFAN)
7 Nov 2017   [#133]
Hi Metin, Chipp or Marco

i looked up the 3DCoat site on how to mask (flat) areas of a surface and found a thread there which is unfortunately closed.

@Metin have you found already a way to mask with automatic fill (in my case flat areas) so that you can refine
unmasked sculpted areas? In ZBrush this is super easy, but when i try this in 3DCoat (because i like to try out something
there too) i don't know how to do it. I first thought to do it in the paint room, with fill and freeze activated, bit it fills
the whole area, even if i set it to convex or concave or flat etc. ... :-(

In case you guys have a solution i would be quite happy.

My attached pic shows what i mean, i used the Tiger from freepik.com, cleaned it up in MoI and then used
the region-relief tool on the parts with ArtForm Pro 4.0 and finally brought the model into ZBrush for auto masking
and refining the non-masked areas.

(dark brown areas are the auto masked areas)

Regards
Stefan

Image Attachments:
Bildschirmfoto 2017-11-07 um 18.07.54.png 


From: mkdm
7 Nov 2017   [#134] In reply to [#133]
Hi Stefan!

@You : "...Looked up the 3DCoat site on how to mask (flat) areas of a surface...@


I'm not sure I understand well, but there are in 3DCoat at least a couple of main tools that you can use to "mask" areas :

1) "Vox Hide" in Voxel Mode

2) "Freeze" in Surface Mode

Both tools work in tandem with the "Freeze" and "Geometry" menu :






You can use these commands to perform very sophisticated editing of voxels/surfaces

Here's a very basic and rough example on how to use the "Freeze" tool to "mask" flat areas.
The key is to switch from perspective to "orthographic" view.

The video : http://take.ms/sULSP



But I don't know if I understood your question correctly :)

Let me know.

Ciao!

Marco (mkdm)
From: amur (STEFAN)
8 Nov 2017   [#135]
Hi Marco,

thanks a lot for your help! This is what i mean! Is this also somehow possible
when let's say the model is not flat and you have raised areas and want to mask
the lower areas (in an automated way, without painting with brushes) ?

Best regards
Stefan
From: Metin Seven (METINSEVEN)
8 Nov 2017   [#136]
Interesting indeed, thanks Marco! I still have to dive into the Freeze functions.
From: mkdm
8 Nov 2017   [#137] In reply to [#135]
Hi Stefan.

You're welcome!

@You : "...Is this also somehow possible ...(in an automated way, without painting with brushes) ?"

Well...this is a bit tricky I think!
For what I know there's no completely automation for this kind of things in 3DCoat.

But one of the things that you can try and that is semi-automated, is using one specific tool in "Paint Room"

That tool will allow you to decide on what "kind" of surface you want to paint on (or freeze).

This is a very coarse and rough tutorial I made on the fly : http://take.ms/wjnlsC

You can start with it and make practicing on that tool.

Ciao!
From: mkdm
8 Nov 2017   [#138] In reply to [#136]
You're welcome Metin.


Ciao!
From: amur (STEFAN)
8 Nov 2017   [#139]
Thanks Marco, much appreciated.

I thought this would be also possible with the paint bucket tool
and with the fill w/ freeze option, but unfortunately it fills the
complete surface and not some areas, regardless of settings.

Best regards
Stefan
From: mkdm
8 Nov 2017   [#140] In reply to [#139]
Hi!

@You : "...I thought this would be also possible with the paint bucket tool..."

This is true but there's a workaround.

Instead of Paint Bucket you can use the Standard Freeze tool with "Stroke Mode" set to "Rectangular" "Ignore Back faces" off , View Mode to "Parallel" and
playing with the different applying method.

Please watch this video : http://take.ms/XhWvv

Ciao!

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