Hello Tim, If you decide to buy 3D coat please let me know. I have a v3 license that don't use anymore and I was thinking recently in selling it. It's for Windows and Linux so in case you're interested, let me know to ask support for a license transfer. Of course, it would be cheaper than in their site.
On Fri, Jul 12, 2013 at 6:12 AM, Tim Leydecker <[email protected]> wrote: > Thanks Paul! > > Kit bashing is the ultimate goal. Similar to this: > > http://www.youtube.com/watch?**v=Om2mATMsJjA<http://www.youtube.com/watch?v=Om2mATMsJjA> > > The reason why I´m still painstakingly creating polygon basemeshes that > don´t rely > on wheighting as in subdivision surface edges is flexibility and cross-app > portability. > You can´t use wheighted edges when there is a possible *.obj/*.fbx > transfer involved. > > My asset elements are accurate and light enough at zero subdivisions for > an uncluttered > viewport and hold up nicely when going between one, two, three subdivision > levels, where > two subdivisions is the sweetspot but level 1 may just as well be enough. > > From those adjustably dense meshes, even a conversion to NURBS or Voxels > is possible if needed. > > I´ve also looked into Solidworks plug-ins like T-Spline but not > thouroughly yet: > > http://www.tsplines.com/**products/tsplines-for-rhino.**html<http://www.tsplines.com/products/tsplines-for-rhino.html> > > So I decided to boil it down to all-quads, fully subdivideable (without > using edge wheighting) > and all UVs of basemesh elements in the 0-1 range for best compatibility > with most DCC tools. > > The asset elements are accurate enough to allow convenient baking of > surface information including > texture/material properties into a (possibly) custom created low-poly > proxy or proxies w/LOD´s. > > I´ll have to pull it through for this test but the next asset may just be > an all voxel kit > with a highrez obj derrivate supplied for convenience alongside a more > crude low-poly proxy. > > Thanks again for the tips! > > Cheers, > > tim > > > > > > > > On 12.07.2013 12:42, Paul Griswold wrote: > >> If you're doing mechanical parts, have you looked at MOI3D? >> MOI is fantastic for mechanical shapes. It's basically an >> artist-friendly CAD-like modeler. The current beta even supports Windows 8 >> Pro's touch gestures. >> >> I use it with 3DC and it works really well. MOI can export OBJs and does >> a very good job. The issue is, it doesn't create anything that can be >> subdivided using Catmull-Clark. So >> the solution is to export a high-poly object and then re-topologize it in >> 3DC. >> >> If you don't need to have your object as a Sub-D, you can just export >> from MOI directly to Softimage. >> >> The problem with 3DC for mechanical stuff is - it's really not accurate >> at all. You can use it for "kit bashing", but if you need to represent an >> object with any amount of >> accuracy, it can get frustrating. >> >> -Paul >> >> >> >> On Fri, Jul 12, 2013 at 3:22 AM, Tim Leydecker <[email protected] <mailto: >> [email protected]>> wrote: >> >> Thanks for the insights, folks. >> >> Personally, I´m terribly bored of the caveats of polygon modeling >> workflows >> in the creation of reasonably accurate surfaces that are supposed to >> both >> subdivide correctly and still be clean enough all-quads in their >> basemesh. >> >> It takes forever to create holes, bevels or intricate intersections >> and corners. >> >> Resorting to a Voxel based approach for the creation of complex >> intersecting shapes >> using "tooling-objects" or even "auto-watertightened" partial scans >> stuck into each other >> sounds like a holy grail. >> >> Of course, you end up having to represent those voxels as polygons >> again and if >> subdivideable basemeshes are desired, end up with the same holes you >> need to retopo >> but at least there is already a shape to try to match... >> >> I´m currently creating mechanical parts that only need to meet >> accuracies of 0,25-2,5 Millimeters >> and it still takes roughly 90% of my time to make them work when >> using catmull-clark subdivision >> on the basemesh. Every intersection is a pain. Every corner needs >> careful support. That can´t be right. >> >> It would at least be motivating to see the ideal (voxel) shape >> earlier, then try to capture >> that shape with a subdivideable polygon cage instead of trying to >> both create the shape and >> adhere to the needs of representing a surface using subdivideable >> polygon modeling. >> >> I´m really looking forward to getting to use 3Dcoat and see what >> those voxels can do. >> >> Even if only to clean up the 3d scan data of my girlfriend at first, >> she already >> has very specific shape requests... (in the 0,01-0,1 Millimeter >> range, I dare guess :) >> >> Cheers, >> >> tim >> >> >> >> >> >> On 11.07.2013 14:09, Paul Griswold wrote: >> >> I've been using it since it was 3D-Brush & it's always been great >> with Soft. There is an addon that'll let you send objects directly from >> Softimage to 3DC and back. >> >> The only negatives I can think of are - 3D Coat creates clusters >> for your surfaces, even if there's only 1 surface for the whole object. So >> the object's surface is Scene >> Material >> & then there's a poly cluster with the actual surface applied to >> it. 3DC doesn't handle objects using 3rd party materials like Arnold's >> Standard Shader. So if you send an >> object >> from Soft to 3DC that has a Standard material & then bring it >> back, you'll get back an object that just has a Phong attached with the >> textures wired in. An important thing >> to note >> there is - it keeps the material name unless you rename it in >> 3DC, so it will replace your original material. >> >> 3DCs interface & workflow are a bit clunky IMHO. It doesn't work >> very well on dual monitors either. None of the windows can be dragged >> outside of the main 3DC window. >> The only >> solution would be to build something similar to Softimage's dual >> monitor layout, where you've just stretched the window across 2 monitors. >> Unfortunately the last time I >> tried that >> it screwed up the camera in 3DC because the camera was set up to >> always be centered in your window - stretching it across 2 monitors and >> placing the viewport on 1 monitor >> made 3DC >> think you were pointing your camera to the right (or left). I >> wish Andrew would hire a really good UI designer to build an entirely new >> front-end for 3DC, but I'm sure the >> die-hards would have a fit if that ever happened. >> >> 3DC has a great Photoshop connection (CTRL-P) that sends all your >> layers over to Photoshop & lets you use all it's tools for texture editing. >> >> Voxels and retopology are stunningly good & easy to use. >> >> Andrew is really responsive to bug reports & feature requests and >> he's always given me the impression he's there to serve his customers & >> make them happy. >> >> -Paul >> >> >> On Wed, Jul 10, 2013 at 11:51 PM, Raffaele Fragapane < >> [email protected] >> <mailto:raffsxsilist@**googlemail.com<[email protected]>> >> <mailto:raffsxsilist@__googlem**ail.com <http://googlemail.com> >> >> <mailto:raffsxsilist@**googlemail.com<[email protected]>>>> >> wrote: >> >> I can't speak for the interaction with Soft, but for retopo >> everywhere I look 3DC is getting hailed as really damn good. >> We used it on a project here to clean some of the biggest, >> most irregularly sampled, largest surface ever LIDARs. >> >> Talking LIDARs big enough that they would take minutes of >> surveying driving through natural reserves on a Jeep, with enough detail be >> able to tell what jacket the >> people who >> got picked up in it were wearing. The laser shadowing holes, >> since you can't exactly drive into protected areas, were frequent and big. >> >> If it can deal with that, it can deal with pretty much >> anything. >> >> >> On Fri, Jun 28, 2013 at 6:26 PM, Tim Leydecker < >> [email protected] <mailto:[email protected]> <mailto:[email protected]<mailto: >> [email protected]>>> wrote: >> >> Hi guys, >> >> >> anyone using 3dcoat with softimage here? >> >> How well do the voxel modeling tools work, would you >> consider it comfortable to use 3dcoat to clean up raw >> scan data (with holes) into solid volumes? >> >> Does 3dcoat play nicely with softimage in general? >> >> Anything you´d find important to point out? >> >> >> Cheers, >> >> >> tim >> >> >> >> >> -- >> Our users will know fear and cower before our software! Ship >> it! 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