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hughJ

Brain Burst

hughJ
Brain Burst

About

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hughJ
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Testers - EVE Valkyrie Alpha
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  • (Quote) 
Likewise, on both counts.  So what's the timetable for us getting to hear from the Medium team about what the short-term and long-term goals are for the application?  Do you see Medium as largely being completed, such that any sig…
  • Yep, importing a mesh into Medium means being converted into "clay" in order to paint, at which point you destroy whatever mesh topology there was, and any surface detail that's smaller than a voxel can't be resolved to position or color. …
  • @jessicazeta It would be helpful to have an online HTML version of the manual so that direct links to relevant topics could be provided to people when they ask questions.  The next time you guys update your manual, your "page 179" mention…
  • When you think about what the Elastic Move is doing compared to the regular Move, it actually makes sense why it's so much more processing/data intensive.  With the Move tool you're only manipulating the voxel data that's inside your brush volume, w…
  • The simplest thing is to open up your task manager while using Medium and pin the desktop window to your side and watch it while you sculpt.  The Move tool (especially the Elastic mode) seems very CPU intensive, so you can definitely get the marchin…
  • @jessicazeta Not that you folks owe us this, but I'd be interested in hearing some insight on what your guys' mid-term and long-term internal development roadmaps are like for Medium.  Not necessarily as comprehensive as a Trello board, or Carmack-…
  • A stylus wouldn't make a difference for sculpting in VR because the precision control you get from a pen is due to having your hand planted against the surface you're drawing on.  In VR you're sculpting virtual objects floating in front of you, so y…
  • Nothing that I can think of.  For the most part real-time boils down to point-based approximations of light emitters, or variations on that. In the context of Medium I would think the feasible route for them would be to have a fancier "photo&q…
  • (Quote) I think arbitrarily shaped area light sources tends to make things pretty complicated -- AFAIK it boils down to having to calculate all the intersection tests across the surface of the light source and everything in the scene in order to pro…
  • The hair was actually a quick afterthought here (maybe 15-20 minutes) -- I just sprayed a line of spikes, stretched them with the Move tool, tinted some highlights, duplicated a couple dozen of them and scaled+arranged them.  Was surprised that I di…
  • Pic#3 (cloth draped over full body) wasn't sculpted in Medium, but an imported OBJ that was converted to a sculpt and then painted in Medium (there's no actual body underneath the cloth sculpt).  I included it cause it looked surprisingly good for f…
  • I would like a toggle to enable viewing a flat-shaded version of the sculpt (akin to what we see now while using the move tool).  The lack of surface contrast on smoothly curved surfaces makes it hard to distinguish the contours of the sculpt, often…
  • Not sure if this is my imagination or unique to me: it seems like the 'bloom' visual is enabled by default (despite it being disabled in the GUI)?  Cycling it on->off again appears to clear it and get it to turn off, but on next app launch I ha…
  • WIP from tonight.  figure sculpt.. added the cloth and painted it to look wet/transparent: (Image) from a couple months ago.  sculpted a natural looking arm.  then screwed around with materials, cut-outs, facets, etc:
  • (Quote) 
 32GB of RAM is enough to get the smooth contours of the face.  Tinkering with the material settings (specularity, roughness, and occlusion) can give that face a pseudo-subsurface scattered appearance that's sorta like skin.  You're…
  • For eyestrain-related headaches:  be mindful of how much time you're spending staring at your sculpt very close up, because you're going to find your eyes are fighting to focus on the sculpt in a way that's very unnatural to how they normally focus …
  • In order to do that Oculus Medium would need to have a well-implemented mesh cleanup feature because an application launcher like Oculus Home is probably the last place you want to be dumping a bunch of unoptimized 3D assets.  
  • (Quote) 
Yeah, I find the depth perception from linear perspective is virtually nonexistent because the brush shape is untextured, and unlit/transparent.  When trying to subtract a shape from a surface I feel like I need to use trial and err…
  • It would help a lot to have custom tiers/shelves/modes for the tool pie menu, such that you could have a pie menu that contains 3-4 configurations of the 'clay' tool alongside the other common sculpting-specific tools (smooth, inflate, move.)  You c…
  • (Image) Not my first medium sculpts, but I didn't want to create a new comment thread for this.  I don't have any experience with sculpting prior to Medium, but I'm definitely finding visualizing and sculpting in it to be much easier than sketch…
  • This has been said elsewhere, but I'd really like a view mode that gives a better sense of the true resolution and help convey surface contours.  A toggle to show the actual voxel sub-structure, wireframe triangles and maybe a flat-shaded lighting o…
  • (Quote) 
 You recognize that they're providing ongoing support for DK2, albeit just not in the manner that you want, and therefore jump to the conclusion that they're likely to drop all support for CV1 when the CV2 comes out - I don't think …
  • (Quote) 
 VR works by rendering the scene to a texture, mapping that texture to a rounded mesh (the inverse of the lens distortion), rendering that and then outputting it to the display.  The display logic also has to remap the RGB pixels in…
  • The CV1's resolution isn't significantly different than the DK2.  You *should* be able to clearly see pixels and even sub-pixels if your eyesight is good.  Don't rely on camera photos or the windowed mirror on your desktop as a guide for your expect…
  • The earphones were a 1.0 lb envelope.
  • I think it's probably fair to say that existing devs already have dozens of ideas of their own that they'll never manage to get to.  The shortage in VR right now is not ideas, but man hours and funding. This is pure speculation, but: I'd wonder if …
  • Got mine on the 31st. No GST or brokerage fees.
  • (Quote) The HMZ-T1 has 45deg horizontal, 25deg vertical. The Rift devkit has ~half the pixels per scene spread out across more than 10 times the area.
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