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! Ship it and let them flee like the dogs they are!
>>
>>
>>
>>

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