Sculptinh is modelling... it is same prosess with different tools. Dont you got 
it, it is same prosess..
There is: Modelling (including sculpting) model isnt ready before it has been 
sculpted... Then tehre is painting, modell isnt ready before it is textured.
After that comes animation: Animation is different prosess. Also rendering is 
different prosess and simulation.

I think it this way: It is frustrating to modell your 3d modell in realsoft 
because you cant modell it no more because users' dont have sculpting tools and 
i say it again: Sculpting is same thing than modelling.. it is modelling but 
with different tools. So why i have to pay more from same prosess... no i am 
not gonna pay anymore for nothing... i want software which makes what it says...
Good night.

> Date: Sat, 13 Nov 2010 17:53:28 +0100
> From: [email protected]
> Subject: Re: Understanding is the key word? RE: (Future...) Key word is 
> full-featured btw.
> To: [email protected]
> 
> I completely understand that it would be cool to have an all-in-one 
> application.
> 
> It´s simply that this is unrealistic to expect from Realsoft.
> And let´s face it - there is not a SINGLE 3D package that combines ALL these 
> features in one application.
> And there are reasons for that.
> 
> 3Dstudio, Maya and Softimage for example depend on Mudbox.
> This makes sense because this way Autodesk doesn´t have to implement the same 
> functionality in every single 3D-package.
> But even if your not the leading company of the industry this makes sense.
> Because you can target customers more precisely.
> If someone already uses a certain package and just wants sculpting 
> capability, he doesn´t have to pay for a complete suite but instead just can 
> buy the standalone sculpting package.
> On the other hand, if someone doesn´t need sculpting, he doesn´t have to pay 
> for it.
> 
> So I rather talk about compatibility.
> If RS3D had excellent im- and export and the basic tools needed to make it 
> unproblematically compatible with, say, 3D-Coat, RS3D itself wouldn´t have to 
> implement sculpting in the first place.
> 
> 
> 
> Regards
> 
> Martin
> 
> 
> -------- Original-Nachricht --------
> > Datum: Fri, 12 Nov 2010 17:48:27 +0200
> > Von: Juha Mukari <[email protected]>
> > An: [email protected]
> > Betreff: Understanding is the key word? RE: (Future...) Key word is 
> > full-featured btw.
> 
> > 
> > Dont you understand it is frustrating to use lots of different softwares
> > for same thing... for 3d, like.. for modelling i have used also, silo,
> > cinema 4d and realsoft.
> > I also think that sculpting is one way to modell your 3d-modell, so it is
> > not seperated thing.. it is one way modell your 3d-modell and it is
> > frustrating to use different software for same process... for modelling.
> > 
> > 
> > 
> > And what comes to all in one.. what makes it better... If everything is
> > integreated to one software it makes everything simple because then users' 
> > do
> > not need to consider that "is this software compatible with this software
> > etc.."... I know this thing and it is shitty thing when you need lots of
> > softwares and they aren't compatible with each other it is frustrating...
> > argh... Dont you know this issue? Isn't it familiar to you guys?
> > 
> > I have used in my life about 200different softwares.. i have tried to
> > learn them and i know from this expierence that they aren't compatible with
> > each other. It dosent makes sense to use 5different software for one 
> > thing...
> > modelling, or animation, or simulation, or rendering... It dosent make
> > sense.
> > 
> > 
> > Oh, and btw. I am studing movie career in post production so i do know
> > that you need lots of softwares for editing and creating visual effects for
> > movies.
> > 
> > > Date: Fri, 12 Nov 2010 06:30:23 +0100
> > > From: [email protected]
> > > Subject: Re: (Future...) Key word is full-featured btw.
> > > To: [email protected]
> > > 
> > > @Juha: I also think that you expect RS3D to become more than it could or
> > even should.
> > > I don´t think that RS3D should compete with every other mayor
> > competitor.
> > > And to be fair - not even the mayor packages offer all of the features
> > you proposed.
> > > Instead, for example, Autodesk has Mudbox to provide sculpting and
> > painting, and tries to establish it as part of the respective pipeline with
> > Autodesks products.
> > > And it makes sense.
> > > Of course it´s cool to have sculpting already integrated.
> > > But people who don´t need it possibly won´t be willing to pay an extra
> > few hundret or at least dozen bucks, just because this feature-suite was
> > integrated into RS3D.
> > > Whereas people who need sculpting can easily turn to a specialized
> > application like Sculptris, 3D-Coat, Mudbox oder Zbrush.
> > > Thus in my opinion in this case it makes sense to not spend the
> > ressources needed to implement full sculpting capabilities, but to instead 
> > just
> > make sure that RS3D fits in a pipeline with already existing sculpting 
> > tools.
> > > And this would mean quick, easy and reliable UV-Mapping, -Import and
> > -Export, and possibly dedicated handling for respective materiallayers, so
> > that e.g. displacement-, diffuse- and specular-maps could easily be imported
> > and/or applied to a model, without having to reconfigure VSL-structures.
> > > 
> > > When it comes to materials in general, RS3D already offers nearly all
> > that´s needed, at least when it comes to the code.
> > > It´s really just the graphical user interface and the amount and
> > structuring of presets, that would have to be changed.
> > > It could pretty easily be done to make a complete material with boxes
> > and sliders just like in Modo or Cinema 4D (by the way, in my opinion Modo
> > does it better than C4D), that would be loaded as a standard template; for
> > example
> > > In my opinion, it is about the number of this exact (already existing!)
> > templates that you can choose from when building a new material; it´s that
> > these should be expanded and be presented in a way more central to the
> > material-interface.
> > > This would mean more, and better, of the material "compounds" that e.g.
> > control Fresnel effects, subsurface scattering, etc., and a better handling
> > of them.
> > > 
> > > 
> > > Now, based on the criteria that I presented in the last mail, I
> > personally would consider the following features important/"most wise" to 
> > be worked
> > upon.
> > > 
> > > 
> > > _Rendering and materials_
> > > RS3D has a powerful material system. But if render-quality or -features
> > do not suffice, users switch to other renderers, meaning that these
> > powerful capabilities of RS3D go unused, and a reason to use RS3D at all
> > disappears with them too.
> > > So RS3Ds capabilities here should really be improved, so that people see
> > RS3D as an alternative for rendering again.
> > > Specifically I would improve:
> > > 
> > >  - GI
> > > Because RS3D lags so much behind in this respect, while it has a
> > potentially very powerful material and rendering system; making GI better 
> > would
> > complement these strengths.
> > > As already said, even freeware renderers are lightyears ahead of RS3D in
> > this respect.
> > > Another reason why I consider a better GI important is architectural
> > visualisation.
> > > I´ve seen and read much about this and RS3D in the past, and it seems
> > that RS3D has a bigger foothold with architecture visualizers than with
> > other kinds of users.
> > > And as I understand it, a quick and simple GI is of utmost importance to
> > these users.
> > > IES lightdata functionality would of cause also be a nice thing for
> > them.
> > > 
> > >  - VSL/materials
> > > Because it is one of the great strenghts of RS3D.
> > > VSL should be expanded with new compounds and templates, it NEEDS a good
> > SSS template/material, it NEEDS a good and quick way to produce blurry
> > reflections and refractions and ambient occlusion.
> > > A nodebased editor for advanced material control would be sweet, and
> > about time, but if this wasn´t integrated, the GUI would at least HAVE to be
> > updated to offer an improved workflow through e.g. multiselection and easy
> > management of VSL-components in general.
> > > Other suggestions have been written in the section above.
> > > However - improving VSL should make it more intuitive and approachable,
> > reassuring current users and appealing more to possible customers.
> > > 
> > > 
> > > 
> > > _Modelling and texturing_
> > > Modelling also is one of the great strengths of RS3D, especially it´s
> > NURBS->SDS workflow capability plus CSG and it´s general SDS tools and
> > handling.
> > > Texturing on the other hand, and UV-Mapping in special, rather lack ease
> > of use, power, and reliability.
> > > These are critical for inter-operability though, so for RS3D to be
> > considered to be part of a pipeline, these parts of the software should be
> > improved.
> > > On the other hand, SDS capabilities of other programs have improved
> > vastly in the last ten years, and some already outrun RS3D when it comes to
> > polygon-modelling and SDS.
> > > 
> > >  - Polygon modelling and SDS
> > > This could be fixed though, and also pretty easily, I guess.
> > > There are only a few tools that I really miss here, mostly "loop
> > slice","loop slide", more indepth beveling options, easy cleaning up of a 
> > mesh,
> > and a more flexible and dynamic selection-sets/-groups system.
> > > In general, RS3D is well suited for hard surface modelling, but has
> > problems with modelling/altering and managing bigger, more complex polygon
> > models.
> > > Modo for example has way more tools to handle those.
> > > 
> > >  - Modelling in general
> > > Like for example curve-based deformations, and even inserting a profile
> > along a given loop of a polygon model.
> > > The latter is probably a pretty advanced feature, but curve-based
> > deformations are already offered by RS3D with the scale/move/size 1D/2D/3D 
> > tools;
> > they just don´t work right.
> > > Or at least I haven´t gotten them to work like they should have EVEN
> > ONCE.
> > > And that´s a shame, because they are such a powerful feature.
> > > Indeed there are a couple of modelling tools in RS3D that are powerful
> > but awkward to use.
> > > To improve these tools, to make them easy and intuitive to use,
> > shouldn´t be much of an effort, but would improve RS3Ds modelling 
> > capabilities a
> > big deal.
> > > Rather it would even really enable the average user (I consider myself
> > an average user for that purpose) to really use these features for the first
> > time.
> > > 
> > >  - UV-Mapping
> > > It´s terrible in RS3D. It´s unintuitive and lacks features. Easy UV
> > im- and export? Nope.
> > > As said, this way RS3Ds compatibility is greatly hindered, which is
> > extremely bad for RS3D.
> > > Cause if an application already doesn´t offer all that a user needs, it
> > should at least enable him to use it in conjunction with another
> > application.
> > > UV-Mapping DEFINITELY has to be vastly improved.
> > > 
> > > 
> > > 
> > > _Animation and simulation
> > > I can´t say to much about that, because I don´t use it.
> > > It seems though that a disturbingly great amount of users desperately
> > wants these to be updated.
> > > Accordingly they should be.
> > > If Carlo could get Chrono ready, this would take the need for an
> > improvement of RS3Ds inbuilt system. As was already said, Chrono could even 
> > be
> > integrated into RS3D, making it an excellent choice for more technically
> > oriented users. Would also be no problem to sell a RS3D Standard and a
> > RS3D+Chrono bundle.
> > > Particle Rendering has also been often debated and should accordingly be
> > tended to.
> > > Animation is a field which I can´t say anything decent about. But as
> > said, many other users have.
> > > 
> > > 
> > > 
> > > So all in all there would be a few bigger improvements to be made, with
> > many smaller ones that would nonetheless impact RS3D very much.
> > > Personally I consider improved GI, VSL/materialcreation and
> > UV-mapping/-handling to be most important.
> > > 
> > > But I would be interested in how YOU think about my priorities, criteria
> > and explanations - am I mistaken? How does RS3Ds userbase look in your
> > opinion, and what new features do you consider MOST important?
> > > I mean, perhaps we could make a list, get all the suggestions together,
> > and assign "levels" of importance to them, so Realsoft could see on one
> > page (or so) what features the users desire the most?
> > > 
> > > 
> > > Greetz
> > > 
> > > Martin
> > > 
> > > 
> > > 
> > > 
> > > -------- Original-Nachricht --------
> > > > Datum: Thu, 11 Nov 2010 18:32:24 -0500
> > > > Von: Jean-Sebastien Perron <[email protected]>
> > > > An: [email protected]
> > > > Betreff: Re: (Future...) Key word is full-featured btw.
> > > 
> > > > In the industry, they don't use 1 software but ell over 20 softwares
> > for 
> > > > a single movie.
> > > > RS can do everything, but it is not specialized.
> > > > 
> > > > In my own project I have used Vue for trees, VistaPro for the terrain,
> > > > Gimp for texture, UVmapper Pro for texture placement, Silo for some 
> > > > modeling and all that imported in Realsoft.
> > > > For character animation I would use something more specialized.
> > > > 
> > > > Don't care if GI is fake as long as it looks good.
> > > > 
> > > > Personally, the only weakness of realsoft is IK for character
> > animation.
> > > > 
> > > > Do you think that one day, a company will make a software that is 
> > > > definitive (no improvement needed)?
> > > > I does everything you can think of easily.
> > > > Or are we condemned
> > > > 
> > > > Jean-Sebastien Perron
> > > > www.NeuroWorld.ws
> > > > 
> > > > On 10-11-11 06:14 PM, leee wrote:
> > > > > On Thursday 11 Nov 2010, Juha Mukari wrote:
> > > > > [snip...]
> > > > >    
> > > > >> I think it this way: realsoft could raise their software's price
> > > > >> really much if they would make it so great software that you
> > > > >> wouldn't need any other softwares if you got realsoft.
> > > > >>      
> > > > > I think that this sentence, on it's own, says a lot, and I think it
> > > > > raises two important issues.
> > > > >
> > > > > The first is that I don't think that RS want to raise their prices:
> > > > > their ethos seems to be to try to provide the best combination of
> > > > > features and quality for a moderate price, and by doing so, make
> > > > > those features and quality more accessible i.e to those on a
> > > > > limited budget.
> > > > >
> > > > > The second issue is that if RS were to take on more people, to
> > > > > provide more features etc, and then raise their price, who would
> > > > > buy it?  There are already many other established players in the
> > > > > high-cost region of 3D software, so why would their existing users,
> > > > > who will have years of learning and experience invested in their
> > > > > existing 3D packages, bother to switch to RS?
> > > > >
> > > > > Like anything else you might buy, RS is a trade-off, a compromise
> > > > > between price and functionality/capability.
> > > > >
> > > > > If price is of no importance to you, why are you using RS when you
> > > > > could simply pay a lot more money and use something else?
> > > > >
> > > > > Sure, RS isn't perfect, but then nothing else is either; everything
> > > > > is a compromise, and like I said in an earlier post, you pays your
> > > > > money and makes your choice.  If you don't think that RS is good
> > > > > value for money then spend your money elsewhere but don't complain
> > > > > that you haven't got a Rolls Royce when you've only paid the price
> > > > > of a Ford.
> > > > >
> > > > > LeeE
> > > > >
> > > > >    
> > > 
> > > -- 
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> >                                       
> 
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