Some First Beta Testing

Discussion and updates on Curvy 3D Beta development.
Post Reply
Simon
C.E.O.
Posts: 2561
Joined: Wed Dec 01, 2004 8:13 am
Location: Kingston Upon Thames, U.K.
Contact:

Some First Beta Testing

Post by Simon »

Jacinta kindly shared some first thoughts on the beta & Curvy. As I know most of you love this kind of app comparison and feature review I have reposted the feedback here. Thanks Jacinta :)

I know several of these apps and ideas have come up before on the Forum, it is always useful to get a fresh pair of eyes on it!
PS : Some First Beta Testing ( overall long road ) Impressions and Overall ideas of what more ...

And As a person that is in 3d sinçe poser 2 since brice 2 ... sinçe 3ds max 2 let me say ...
Just once and with all i know to that

As early beta tester ...


Now we would just need some zshperes2 ( lol ok ) and or some kind of tsplines http://www.youtube.com/profile?user=tsp ... iew=videos subdivision surfaces , with extrusion and with precise handles in vector spline draw for more precise drawing with vector handles .. and lets see why not some sort of voxels completely freehand sculpting , transforming the object into voxels then voxeling with the curvy map applied ...

Or as amorphium ...
that has wax voxel tools .. but also subdivision surface cage meshes to work with
http://www.eitechnologygroup.com/products/amorphium/

But turning on the new age tendencies

I mean voxels are the way to 3d ...
http://www.youtube.com/user/javisjones#play/uploads
And i think your program already do some kind of voxels work there ...

But the problem with voxels are that they end very uncontrollable ...

The only "most controled" voxels tools now in the markets are zbrush new zspheres 2 .... that actualy they just mimick the old reyes ... and also metamuscles in the now free and soon ending ( dam shame ) microsoft truespace http://www.caligari.com/products/trueSp ... deling_sds

But well technology long ago invented by meta reyes ...
http://www.reyes-infografica.com/plugins/meta_s.php

But for example those tools are not controllable with "line & point" vector drawing as they should as for example surf reyes
http://www.reyes-infografica.com/plugins/surf_s.php

But talking about reyes company 3d methods ...

Brush based modelling even voxels its good ...

But when you already have some characters and you need to do "clothes" with precise cuts and "kinda since retopology or extraction from the current mesh , or drawing along the object ...

one needs a good technique of modelling precise clothes ....
http://www.virtual-fashion.com/html/en/index.php

That for example your program could offer ...

Other things that i find very useful are those kind of programs were started long ago in 3ds max as creature creators ... http://www.youtube.com/watch?v=_xAYkPVOTbc&feature=fvw

very inspired in Creature labs
http://www.fxrealm.com/

You know i think with your program architecture you could have a interface were one could load from the disc several models ...

join them in parts .. with bones attaching them together ...

Apply custom morphs - with morphs loaded from objs in the disc ...

And then Merge objects ... to make new creatures - or new parts that could be saves as obj again and used as new assemblies for more creature lab making ....

Again programs this days they are very atached to have severall tabs with a "tipe of lab" that change interface ....

That sometimes cut the interface workflow as sometimes we need to use some tools but they are on the other lab and we need to chose another lab and wait the viewport and new interface load etc ....

But your program is very cool on its architectures of "modules" and if only those tools modeles would be changable by "tabs" were all tools just clicking on a tab woul open on the same panel another panel with all tools visible .. at at hand not needing to chose from a pull down menu ...
Would be great ...


Well more ....

The lines we draw on screen are a little bit uncontrollable .. we have no points on them ... or handles to grab ....

Of course we can sculpt them ... but after some sculpting they become all twisted and jaggy and gets impossible to do something with them again so we need to delete and draw another line ...

or have tools to "smooth the line" ....

Well ...
All That would be very well achievable if lines would had "points" as nurbs splines , and vector control handles ... and we would be able to control how many points have one line , delete some .. add more ...

And then a tool to connect lines "snapping them to eachothers" and another to make surfaces out of lines meshes ....

If there were a snapping to the below mesh option alot better even then ...

You know .. like In game models creation ...

Poly Modeling is alot Important , to a workflow have polys we can extrude , meshes cages we can make surfaces .. then control the amount of surface points - and that is in getting resolution ...

And i understand that your program is all based on nurbs sweeps and lofts ....

But if there was a poly based by spline but still with handles aproux

You see sometimes ...
you need to do that with precise lines and Nurbs tools ...

Brush based just do half of the things .... and its never precise enough and ow full for tiny mesh objects ... like cloths parts ...

One of the best "nurbs solids" aproux i ever sow was of free dimension inc ... and their 999$ freedimension software ...

http://www.freedesign-inc.com/tutorials.html

Its amazing the free and easy way they do things with that program ...

All based on solid aproux but with nurbs handling in a way that make out of simple solids building the most easy way to achieve even amazing complex projects ....

That program is a asset in free forming on 3d modelling

of course that and the freeform clay modeling sistems
http://www.sensable.com/products-sensable-overview.htm

That put any zbrush even zbrush4 or zspheres2 "below" its time
http://www.sensable.com/claytools-system-videos.htm
http://www.sensable.com/freeform-videos.htm

but for unbelievable that could seam we are talking about a "old" product ... way beyond its time but with a price of 900$ to 9000$

That is kinda a ... "well now we know why no one knows that product at all " ...

Well there is "fortunately" blender .. there is truespace .. www.caligari.com
That does each one ahell alot ....

but for most of people "like yours it is" ...

its strange interface make them alien programs ...

"compare mud box with zbrush " .. to see what is not a alien but clean interface ....
( and believe me - having a clean windows xp like gray interface ) or a dark alien super futuristic or even just dark one ... affects if people will "put their eyes on that" if they feel comfortable or not with the program ...

BUT what is not comfortable at all ITS The priçe ...

Well your priçe ... 80$
Its the nicest priçe i even sow for anything of 3d modelling "Comercial" in 3d ...

And thats why your program its a asset ............
But your alien dark "customized" theme interface ... Spoils a lil bit everything ...

I think would be maybe better to get a interface like tools that everyone knows and have to work with it in a daily basis - to get more popular ...

For example the office 2007 ribbon tools ...
make things popular ...

"see example of 3dsmax" 2010 ...
See example of well lot even for example some low tools like pegasus modeler
http://www.3dutils.com/blog/uploaded_im ... 746310.jpg

http://www.3dutils.com

Well more important than that in a interface would be ... to chose the tipe of interface ...

like base default - windows office 2007
- option - windows xp normal interface like
- option - the actual interface you have now ....

But most of all the PRICE makes it popular .....

And if you know how to manage things i bet this V2 of curvy ..
if you get exposed in places like renderosity or daz3d ... rdna ...

Any mega 3d store that deals with millions and have its very own aggressive and daily active market store like worldwide those are ...

its important "the price you have there" for your program ....

Cause then it reaches everyone ...

And this days nurbs precision programs like example realsoft http://www.realsoft.com/realsoft/ .. the greath amapi http://www.eovia.fr/amapipro/amapi_pro_features.asp exagon .. http://www.daz3d.com/i/3d-models/purcha ... t=339&_m=d

Are always programs that go over the 300 , 600 and up ...

Again there are alot of solutions ...

But not ever for poor people at all ...

So .. if you decide any time that "you could include" this feature or that other ...

But your program is oriented for one "place" .. brush sculpting , not mesh by mesh vector or precise nurbs subdivisions or other ....

Let me say that the more features your program can have for a low price , the more it will outstand and will be noticed and will be used and buyed - because with one low price program - you can do alot of things that only with packages 10 times its price would ...

And this net days that works very well ...
Ir order for you to achieve a successfully product ...

You must reaaly full load of features the most you can .. and not direct yourself to just one style oriented program ...

Thats something that we learn about programs like 3dcoat
www.3d-coat.com/

But then again ...
If you do not limit yourself in features even the most insignificant ...

As far as work flow it counts ....
Because usually its not What the program does" .. but how users use it ...

So the more tools it has available the more usages in connections of workflows within those tools it has to offer ....

Of course ok ... Your company its like 2, 3, 4 emploeyes ...

Well much like the studio company were i'm head manager of graphics ...

Well we dont earn that much .. but Small companies have alot greater visions sometimes ...

And another tip ! ...

Why not develop some "clothing" making alternative , mixing your lines tools in this v2 of curvy - ( with the marketing asset of ) to import daz models in and "make clothes" on curvy easely even develop some system like virtual fashion http://www.virtual-fashion.com/html/en/index.php that is alot just curves and cuts like ...

Then .. be able to "do easely clothes" and accessories in your program ...
Morph them ... Split by groups ... http://www.garagegames.com/community/blogs/view/15869 then even who knows merge your bones technology with .cr2 bones ...

there is a program that already does this ... blacksmith 3d ...
http://www.blacksmith3d.com/

were reads a cr2 with bones info .. change its values .. and save as cr2 with bones and influences rearanged again ...

And why all this ...

Well merging the bones by groups technology of dazstudio setup room or poser cr2 for example having any kind of interaction with daz3d millions of persons community ... making your program been selled there or be connected to "more original" character creation in daz .. will sure reaaly increave your revenue and therfore developing ... maybe ...

And well your program is this days so much acessible for anyone to buy it ...
That i'm reaaly astonished and i dont understand why your program is not selled in a daz3d place or something ... that would be destributed and selled worldwide lol .....

And there are alot of small companies that earn some of that ... with very good utilities http://www.3dutils.com/ www.greenbriarstudio.com/ ... to improve the workflow of those millions "wanabe artists"

But well .. getting "just for daz wanabes" dont get you the "reputation" ...

So your tools could get reaaly oriented to low poly game developing ...

i mean if there are subdivisions tools and direct vector precise nurbs spline with handles manipulations to surfacing in your program ... and therefore also topology like to adjust vertices manually with your poly reducing and increasing already there system ...

Well i mean ...
Your program as far as i see is a deep Pandora box of possibilities with your Already architecture ...

Now if you achieve it mixing true or false voxels with precise vector spline drawing to extrusion precision and merging all that to your wonderful real-time displacement system ...

Would be just whow ...
I bet your program would had alot to be talking about ... ( being the third voxel modelling program ) and enter in direct competition with zbrush and 3d coat .... and being a fraction of their custs ...

Would be a massive success ...

You could also consider another one strange program named groboto ..
And its procedural to unified mesh Bots , http://www.braid.com/groboto-site/version3_mesh.html ... that they are right now working on ..

You know programs in this 3d field they grow and have success , if they are used as "helping utilities" companion to others ...

So .. for example make your program be able to import dazstudio full multi objects Extract parts from them , or be able to do retopology "like" above imagine drawing above the model and the drawing contours adapt to the model below ... to make others parts armours , vests clothes .. all etcs but above a existing model that gets imported already with all several uvs and several maps into place into your program , in order to paint and add curvy maps to do displacement over ...

Even extracts profiles of the existing geometry with your line tools ...
To make new objects out of that profile extracted - as kind of retopology http://www.topogun.com/ but to make new objects out of it ..

Also i sow in your beta topics a tread about deep maps and stereo tracing of images http://triaxes.com/index.php?id=82

And i'm already kinda wandering how much you could use that to with your program amazing displacement by deep features would be able to do to 3d game designers a very amazing needed thing like this http://www.youtube.com/watch?v=LrZ2EeROpDk take out some photos , or even gradients mesh draws from illustrator or other ...

And make their own easy models with inflate by severall sides ...

Well there are alot things that your program is heading on were others are currently researching ...

Sinçe morphing by draw lines
http://www.youtube.com/watch?v=6G2YSP9Ad_k

or by contours manipulation of shapes
http://www.youtube.com/watch?v=se1fz2RRdKY

To a more procedural "volumetric" Voxeling shading drawing
http://www.youtube.com/watch?v=rqT4NH1c ... re=related

to shape shoping
http://www.youtube.com/watch?v=GyJUG2VS ... re=related

To shape shoping with precise lining adaptation
http://www.youtube.com/watch?v=T5tX4vKq5Jo

And the precise vector line drawing tools its very handy to all kinds

To fiber meshing
http://www.youtube.com/watch?v=W0XGkS7zebo

to the amazing "milion dolars" freeforming
http://www.youtube.com/watch?v=iwgGAcd0 ... re=related


with clay modeling to nurbs ..
http://www.youtube.com/watch?v=YpemTFWdaBc


Well the future is bright for you my friend ....


And off course i'm saying all this about all those programs that you can try to learn from its programing and get tips for new ideas into yours ...

Of course because i reaaly know that i will never enouph money to buy any of those big 3d new technology stuffs ....

Laughing

So i'm reaaly counting on you and in your Creative programing and study skills ...

In your amazing program that ....
.. its reaaly amazing what it does ... for its price ....

Believe me i'm gona bang all people i know about how amazing your program is ....

Because you should be already rich and this forum with million users lolol ...

And ok .. i dont have that much time ...

But i hope my work flows and tests and deep step by step mindmapings
And some advertising to all i know - help what you are doing here so kindly to us all !

::::

Now ok .. dont hit me plz ....
You know how gurls tend to talk sometimes WAaaay too much ...

So but hey i hope it helped .. in being a Straightfoward customer ..

xD


:::

On the overall ...
:::::::::::::::::::::::::

THANK you deeply so much !

I wish you all the good luck and all the wisdom and peace of mind and success in all you do to achieve the amazing artistical entusiastical entuitive things by your wonderful programming skills !


Cheers.


JACINTA<3



Graphics head manager
Multimedia Engineering
at the litle RPGSI STudio.
Light of live Editions
http://luz-da-vida.com.pt
Coimbra portugal...
[/quote]
Vanrailey
Posts: 74
Joined: Tue Feb 10, 2009 7:45 pm

Post by Vanrailey »

Well I think one thing right now is to probably to throw in some sculpting tools. Because in creating a base mesh is pretty fast compared to any other forms in my opinion (box modeling, spline patching, zsphere's, etc.). Then since todays market in 3D graphics seem to favor a model with quads. I think that a good retopology tool set could be put in. I truly think the basis of this program is different and a pretty good start. I think after a sculpting tool set would be added it would give that level of control that curvy displacement maps may not be able to provide.
Post Reply