Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Joe Daniels

Pages: [1]
1
Yes, I have them when I export at 100% or with decimation. I've seen these artifacts in Medium before, but this particular model does not inhibit these artifacts in Medium. Only at export time. Either way they're often not easy to spot.

2
It would save a lot of painting time if we had an option to let stamps in subtractive mode colorize the mesh as it does when in additive mode.

     For instance, let's say I sculpt a rock-colored mountain, and then want to cut away the top to make it a grass-topped plateau. It would be useful to just take a flat stamp with a green color, and cut away at the top.

     Additionally, it would be useful to be able to change the paint cursor to be a custom stamp. Having only a sphere and a spray can is very limiting.

3
To add to this, it would be useful to have some kind of x-ray toggle for layers. Transparency is very useful when you are working with layers that intersect.

Examples:
-adjusting the scale/placement of eyes on a character
-sculpting teeth/gums inside of a head
-shaping a layer to subtract from another layer
-refining objects that will ultimately be rendered transparent...like windshields and other glass objects

4
Medium - Feature Requests - Non-Uniform scale stamp
 on: October 07, 2020, 10:53:43 pm 
Non-Uniform scale stamp
Simple stamps would become infinitely more versatile if we could grab a corner of the stamp's bounding box and drag it around to non-uniform scale the stamp.
Examples:
-a simple cube stamp could be stretched out to make stairs, or long planks, etc.
-a single tree stamp could create a forest of varying proportioned trees

This could fit nicely into the existing interaction where we edit the stamp's orientation by pressing/holding the primary thumb-stick. In this way, the secondary hand could be used to grab and distort the bounding box of the stamp, while the primary hand adjusts the pivot as desired.

5
Medium - Technical Support - Artifacts in exported meshes
 on: October 07, 2020, 10:44:38 pm 
Ever since I started using Medium a few years ago, I get little annoying artifacts in exported meshes. It's more likely to happen with denser voxel sculpts.  These artifacts are not present in Medium, but show up in the mesh Medium puts out. here are some images of what it looks like:
https://drive.google.com/drive/folders/15EwkCByw3I1sX17WRKnlZUIN1POlQ05N?usp=sharing

There are 3 types of artifacts I encounter:
1) a little stick that pops out of the surface
2) an indented cavity
3) a little tunnel that cuts through the mesh

That 3rd type of artifact is shown in two of the images I linked to above, and it's a real pain to clean up every time before re-meshing or retopologizing to create production models.

It seems to happen once I have a more complex character made from merged layers where I have used the move tool to make adjustments. So perhaps it's a bug associated with how the move tool completes it's process of baking the edits back to the voxels after we let go of the trigger? I can't be sure.

I should also add that occasionally these artifacts do show in Medium, and I can usually smooth and sculpt them away. The more annoying case is when I can't see it until after I've left Medium.

Pages: [1]