Hexagon replacement

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Comments

  • XenomorphineXenomorphine Posts: 2,421
    edited December 1969

    Not sure how complicated the actual interface is, but have to say the video for 3D Coat reminds me of the user-friendliness of the creature creator for the 'Spore' game.

  • kyoto kidkyoto kid Posts: 41,040
    edited December 1969

    ...offerings at Steam are generally geared towards game creation/modification rather than the type of fully detailed scene generation and rendering we do. Hence, the modelling software required doesn't need to be as "robust".

  • Cross22Cross22 Posts: 66
    edited December 1969

    Thanks for all the responses in this thread!

    After seeing the preview for the upcoming low-poly tools in the 4.7 release of ZBrush I have decided that's what I should wait for (and use Hexagon in the meantime): http://pixologic.com/

  • RAMWolffRAMWolff Posts: 10,212
    edited December 1969

    Kyoto Kid said:
    ...not very sure if the Steam offerings are the complete programmes especially at that price (the full 3D Coat retails for 379$). I know they also had Modo for some ridiculous low price, but as I understand it was a fairly pared down version.

    Yes, software run under Steam is full versions. I run Substance Painter with no limitations.

  • kyoto kidkyoto kid Posts: 41,040
    edited December 1969

    RAMWolff said:
    Kyoto Kid said:
    ...not very sure if the Steam offerings are the complete programmes especially at that price (the full 3D Coat retails for 379$). I know they also had Modo for some ridiculous low price, but as I understand it was a fairly pared down version.

    Yes, software run under Steam is full versions. I run Substance Painter with no limitations.
    ...however according to the Modo page on the Steam site, the version they offer is a "purpose built" for the Steam game design community with direct export to their DOTA 2 MOBAG and not the exact same application that one would get from The Foundry for 1,500$.

  • RAMWolffRAMWolff Posts: 10,212
    edited December 1969

    I'm quite sure you can still export obj's from the Steam version!

  • anikadanikad Posts: 1,919
    edited December 1969

    Some of the steam programs are restricted such as modo. Others such as 3dcoat and silo are full versions. You need to read the info page before you buy.

  • kyoto kidkyoto kid Posts: 41,040
    edited November 2014

    RAMWolff said:
    I'm quite sure you can still export obj's from the Steam version!

    ...but are they "pre-decimated" for game use?

    Steam caters primarily to gamers and game designers of which I am neither.

    Post edited by kyoto kid on
  • Richard HaseltineRichard Haseltine Posts: 100,800
    edited November 2014

    Kyoto Kid said:
    RAMWolff said:
    I'm quite sure you can still export obj's from the Steam version!

    ...but are they "pre-decimated" for game use?

    I don't think the Steam version of modo, if that's the topic here, will export OBJ. As I recall it's output options, other than the Steam DOTA game, were quite limited - Collada, I think, with a polygon limit. That may have extended a bit since the original release, but people were very disappointed with how limited it was initially. However, not every tool on Steam is limited - that depends on the publisher/developer, not on Steam - I have the full versions of Substance Designer, B2M 2 and Silo from there (I think now B2M is limited to the Indie version on Steam, as is Substance Painter)..

    Post edited by Richard Haseltine on
  • RAMWolffRAMWolff Posts: 10,212
    edited December 1969

    Yea, I bought the full version of B2M since it wasn't overly expensive and is a very very useful tool for content creation! I'm torn between Mudbox and Substance Painter right now to polish off my tool box. Both have good support but Mudbox has been around allot longer and it's recent upgrade previews looks VERY nice.

  • throttlekittythrottlekitty Posts: 173
    edited December 1969

    Kyoto Kid said:
    RAMWolff said:
    I'm quite sure you can still export obj's from the Steam version!

    ...but are they "pre-decimated" for game use?

    I don't think the Steam version of modo, if that's the topic here, will export OBJ. As I recall it's output options, other than the Steam DOTA game, were quite limited - Collada, I think, with a polygon limit. That may have extended a bit since the original release, but people were very disappointed with how limited it was initially. However, not every tool on Steam is limited - that depends on the publisher/developer, not on Steam - I have the full versions of Substance Designer, B2M 2 and Silo from there (I think now B2M is limited to the Indie version on Steam, as is Substance Painter)..

    Just chiming in that Maya LT is on steam for a good price, I was originally going to comment that they had stripped scripting support, but apparently they've added it back in. And that's way cool, not having it severely cripples the app; I know their main concern was that a user could get LT for cheap, and effectively mod it back into being a full version, or circumvent the other limitations.

    RE: Pre-decimated exports- that's an artistic choice during production, definitely not tied to the export process. (that would be horrific if it was)

  • kyoto kidkyoto kid Posts: 41,040
    edited December 1969

    Kyoto Kid said:
    RAMWolff said:
    I'm quite sure you can still export obj's from the Steam version!

    ...but are they "pre-decimated" for game use?

    I don't think the Steam version of modo, if that's the topic here, will export OBJ. As I recall it's output options, other than the Steam DOTA game, were quite limited - Collada, I think, with a polygon limit. That may have extended a bit since the original release, but people were very disappointed with how limited it was initially. However, not every tool on Steam is limited - that depends on the publisher/developer, not on Steam - I have the full versions of Substance Designer, B2M 2 and Silo from there (I think now B2M is limited to the Indie version on Steam, as is Substance Painter)..
    ...Richard, I believe you are right on that concerning Modo.

  • Miss BMiss B Posts: 3,071
    edited November 2014

    Kyoto Kid said:
    Kyoto Kid said:
    RAMWolff said:
    I'm quite sure you can still export obj's from the Steam version!

    ...but are they "pre-decimated" for game use?

    I don't think the Steam version of modo, if that's the topic here, will export OBJ. As I recall it's output options, other than the Steam DOTA game, were quite limited - Collada, I think, with a polygon limit. That may have extended a bit since the original release, but people were very disappointed with how limited it was initially. However, not every tool on Steam is limited - that depends on the publisher/developer, not on Steam - I have the full versions of Substance Designer, B2M 2 and Silo from there (I think now B2M is limited to the Indie version on Steam, as is Substance Painter)..
    ...Richard, I believe you are right on that concerning Modo.
    What bothers me the most about anything from Steam is, I believe, you have to Steam software on your computer to use them. Since I'm not a fan of Steam gaming, why would I want that extra software installed?

    I got lucky when reading a post on the RDNA forum back in July that MacHeist was offering the full version of Silo 2.3 for $20 along with a bunch of Mac software I can't use as I'm on a Win7 Pro laptop, but $20 just for Silo 2.3 was a steal. Unfortunately, it was a very limited time offer. MacHeist had the Mac version for download, but once I made my purchase and got my S/N, I just went to Nevercenter and downloaded the new trial version, and the S/N opened it up fully.

    NOW if they come out with a 64-bit version, I'll be very happy. As a long-time Blender user, I like having another modelling app that works well with my workflow. I gave up on Hex a long time ago because of the constant crashes.

    Post edited by Miss B on
  • DzFireDzFire Posts: 1,473
    edited December 1969

    I started using Hex before DAZ bought the software and I enjoy using it even though I use 3DS Max. I did notice if you use point editing too mush and/or have the undo set too high it crashed. After realizing this and setting up the preferences, I very rarely get any crashes. In fact, I can't remember the last time I had a crash.

    Also, I heard from an unmentionable source, that Hex is on the list for and upgrade.

    A few items made in Hex with no crashes...

    Cy32b.jpg
    1000 x 1300 - 159K
    TSpopup7.jpg
    1000 x 1300 - 531K
    CyberDroneMB2.jpg
    2000 x 2000 - 228K
    Beetletest6.jpg
    1024 x 768 - 80K
    DzPR6.jpg
    1300 x 1000 - 144K
  • XenomorphineXenomorphine Posts: 2,421
    edited December 1969

    Thank you, hugely, for that hint! Knowing this excellent piece of software is at least on Daz's radar, again, is fantastic!

    Intriguing to know you made your endoskeleton with Hexagon. It's one of my favourite models. Any plans to do further robotics in the near future? You and Stonemason have done some amazing work with that genre in the store.

  • DzFireDzFire Posts: 1,473
    edited December 1969

    Thank you, hugely, for that hint! Knowing this excellent piece of software is at least on Daz's radar, again, is fantastic!

    Intriguing to know you made your endoskeleton with Hexagon. It's one of my favourite models. Any plans to do further robotics in the near future? You and Stonemason have done some amazing work with that genre in the store.

    Just finishing up on a large cyborg construction kit

  • XenomorphineXenomorphine Posts: 2,421
    edited December 1969

    Ack! Was just saying, only the other day, how great it would be to have a modular robotics construction kit - excellent to see someone's making one!

    http://www.daz3d.com/forums/discussion/47441/

    Out of interest, did you rig those cyborg models for articulation within Hexagon or use other software to accomplish that?

  • DzFireDzFire Posts: 1,473
    edited December 1969

    The rigging and ERCs were done in DAZ Studio.

  • kyoto kidkyoto kid Posts: 41,040
    edited December 1969

    DzFire™ said:
    I started using Hex before DAZ bought the software and I enjoy using it even though I use 3DS Max. I did notice if you use point editing too mush and/or have the undo set too high it crashed. After realizing this and setting up the preferences, I very rarely get any crashes. In fact, I can't remember the last time I had a crash.

    Also, I heard from an unmentionable source, that Hex is on the list for and upgrade.

    A few items made in Hex with no crashes...


    ...do you still use the "pre Daz" version of Hexagon? I understand it actually was more stable than 2.5.

    I never reset the Undo from the default (only did so in Carrara) and usually edited by face or edge. As I mentioned earlier I also have it set as Large Address Aware and I still get memory bounds errors which lock the application up. Fortunately I can shut it down though Task Manager and it doesn't require rebooting the system, but it still is a bloody nuisance as I lose work every time unless I save the project after each and every minor change I make (which gets old real fast) since I there is no warning when it will freeze up.

    For now I'm keeping my eyes on the Silo 2.3 thread on the CG Society forums.

  • DzFireDzFire Posts: 1,473
    edited December 1969

    Kyoto Kid said:
    DzFire™ said:
    I started using Hex before DAZ bought the software and I enjoy using it even though I use 3DS Max. I did notice if you use point editing too mush and/or have the undo set too high it crashed. After realizing this and setting up the preferences, I very rarely get any crashes. In fact, I can't remember the last time I had a crash.

    Also, I heard from an unmentionable source, that Hex is on the list for and upgrade.

    A few items made in Hex with no crashes...


    ...do you still use the "pre Daz" version of Hexagon? I understand it actually was more stable than 2.5.

    I never reset the Undo from the default (only did so in Carrara) and usually edited by face or edge. As I mentioned earlier I also have it set as Large Address Aware and I still get memory bounds errors which lock the application up. Fortunately I can shut it down though Task Manager and it doesn't require rebooting the system, but it still is a bloody nuisance as I lose work every time unless I save the project after each and every minor change I make (which gets old real fast) since I there is no warning when it will freeze up.

    For now I'm keeping my eyes on the Silo 2.3 thread on the CG Society forums.

    I'm using the last version from DAZ. As for OS and memory, I'm running it on Win 7 64bit SP1 with 32GB ram.

  • Richard HaseltineRichard Haseltine Posts: 100,800
    edited December 1969

    I had two or three versions of Amapi and then both of Hexagon; the initial release was always pretty usntable and took at least one update to settle down, so I doubt the first release of H2 was better than 2.5.

  • kyoto kidkyoto kid Posts: 41,040
    edited November 2014

    ...actually I believe it was ver 2.1 that was the "stable" one (but no longer available).

    My system has WIn7 and 12GB which still should be sufficient as making a 32 bit application Large Address Aware only opens another 1GB for a total of 3GB. Even so, it still is about as stable for me as an over stacked container ship in high seas.

    Post edited by kyoto kid on
  • KhoryKhory Posts: 3,854
    edited December 1969

    I use ver. 2.5.1.79 and it is pretty stable for me. I know it is prone to crash if I delete to many full objects out of it but since I know it has issues with that I know to save.

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