3D COAT V 4.0 released

Next
 From:  Frenchy Pilou (PILOU)
5929.1 
World of polygons & voxels

http://3d-coat.com/3d-coat-v4/



EDITED: 29 May 2013 by PILOU

  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  Andrei Samardac
5929.2 In reply to 5929.1 
Good soft I like it more that zbrush, but tried it for 2-3 times nvere stay in it longer than 2-3 days) For hard surface I definitely prefer MOI.
  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  bisenberger
5929.3 
Excellent software at a great price.
Upgrade 0-$84, depending on purchase date.
  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  PaQ
5929.4 
http://forums.luxology.com/topic.aspx?f=4&t=77615&page=2

Good discussion about a possible moi-3dcoat workflow. The result is not bad at all !
  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  futagoza (STEFAN)
5929.5 In reply to 5929.4 
Interesting thread over there. However wouldn't it be better for NC to bevel in the free Inventor Fusion or Autodesk 123D and then paint in 3DCoat, so that the mesh isn't so heavy, since MoI produces excellent meshes anyway?

Regards
Stefan
  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  WarrenM
5929.6 In reply to 5929.5 
I've found trying to fillet edges in CAD programs to be very hit and miss for whatever reason. The voxel workflow he's advocating over there doesn't rely on the geometry at all so it's guaranteed to round out your sharp edges.

I see it as a nice way to give a piece that final polish pass before baking down a normal map.
  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  NC (NERVOUSCHIMP)
5929.7 In reply to 5929.5 
I tried for a while to do additional fillets and chamfers in fusion and viacad, but found the process time-consuming and cumbersome, when really all I wanted to do was round out the razer-sharp corners. I can think of very few things in real life that have razor sharp edges. And those sharp corners simply don't bake well to the normal map of lower-poly assets. A softened edge just looks better on a normal map. But if I'm going to be texturing in 3D-Coat anyway, and I can skip fusion of viacad, then I'll do it. :)

Just thinking outside the box here, but what if the meshing process in MOI allowed us to set a corner radius? :)
  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  Michael Gibson
5929.8 In reply to 5929.7 
Hi NervousChimp,

> Just thinking outside the box here, but what if the meshing process in MOI allowed us to
> set a corner radius? :)

You mean just as a polygon mesh editing process? MoI is pretty much focused just on NURBS model editing and not on polygon editing tools other than generating the mesh in the first place.

Also it's not necessarily easy to to that kind of mesh processing itself as well, on complex models... Does Modo have a mesh editing tool to do that currently?

- Michael
  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  NC (NERVOUSCHIMP)
5929.9 In reply to 5929.8 
I guess what I was wondering was if it were possible to add a global bevel amount to corners that were say greater than 75 degrees procedurally when you are meshing the object during the export process. Not direct modeling tools. More like a global, procedural edge bevel in the export meshing options. But it's sounding like that would not be easy to implement.
  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  Michael Gibson
5929.10 In reply to 5929.9 
Hi NervousChimp - it would be pretty difficult to try and do it directly inside the meshing process itself, it would have to be done more as a post process editing operation that operated just directly on the mesh geometry. So even though you're talking about not exactly packaging it as a mesh edit tool, that's really what it would be...

Does Modo have a mesh editing tool that can apply a global bevel to polygons meeting at more than 75 degrees?

- Michael
  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  NC (NERVOUSCHIMP)
5929.11 In reply to 5929.10 
Well, modo doesn't have modifiers like max and blender, so you would need to manually edit the mesh, and manually editing an MOI export is something I'll probably always do my best to avoid, as it's no fun. Once you get into remodeling the mesh in modo, you might as well have created it in subdivision surfaces from the beginning. No worries, Michael, I was just wondering if it could be done parametrically during the export, and it sounds like that's really not possible.

Thanks for humoring me though. :)
  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  PaQ
5929.12 In reply to 5929.11 
In fact Rhino as an option like that, that dont work very well (it's called edge softening, a post meshing effect).

In modo one solution is to use the 'rounded edge' than can produce small bevel at render time. But there are some restrictions :

1) it's a 'fake' effect, and the result can sometimes be weird if the radius a too big.
2) The angle value is limited at 40, and cant be edited. So everything lower than this angle will not be 'beveled', whatever if the shading is broken or not.
3) We cant transfer it into a normal map (from object baking).

Now it's true that it's an annoying problem. I can't give the exact numbers, but I would say that 50% of my modeling time in MoI is fighting with the fillet tool to create this micro 'cosmetic' fillets.
It's something really needed when preparing assets for normal map baking. And it's a pitty because all the time I win using nurbs is lost in this process. At the end I'm very pleased with my MOI model,
but it would be a so huge time saver.

I still find the voxelisation approach very destructive, especially tiny details are really quickly washed if the voxel grid resolution is not big enough. Some models seems to work pretty well, other not.
It's a bit like preparing models for 3d printing, you have to avoid small details that the printer cant catch.
  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  Michael Gibson
5929.13 In reply to 5929.12 
Hi PaQ, are those things that are going to be addressed in Modo? Do other render effects like displacement mapping also not come through to normal map baking too?

- Michael
  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  PaQ
5929.14 In reply to 5929.13 
Hi Michael,

Yes there are enhancement request for the 2) and 3) since a little while. I have no idea when it will be fixed.
Displacement transfer to normal map works fine as far as I know.

I should probably give other render engine a try, there are chance 3dsmax handle this better.

I will add the luxology thread about 3dcoat as example to up the request.
  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
 From:  moritzbock (MORITZ)
5929.15 
3D COAT V 4.0 Trial Version doesn't work the way it should on MAC Pro. Too many crashes at several occasions.
My machine: MAC Pro 12-Core Intel Xeon 48 GB RAM.

No need to buy it at this time ...

Moritz
  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged
 

Reply to All Reply to All