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Joe Purcell

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Everything posted by Joe Purcell

  1. i saw that too i also saw autodesk sitting in the corner rocking back and forth dribbling while rambling incoherently . some people dont know how to take good news XD.
  2. we all know that EIAS is animation software only now but once modo was only a sub-d tool. anyway you guys could start doing what they did but reverse it. slowing build up your modeling tools each update while vastly improving the core until you get fully fleshed out? one of the biggest things i wish EIAS had was modeling tools i know these things are really hard and take time to code but then you dont have to do it all at once. and think of the plus side starting from the ground up you have the freedom to truly innervate. and knowing how passionate you are thomas and knowing you have very capable programmers working hard. Im just waiting to see what comes out of your labs i know i will not disappoint since your a user and part owner so your going to make the best you can probably why you had me waiting so like for it. 10 months since you told me V9 will be out soon. Steve jobs said it the best "Be a yardstick of quality. Some people aren't used to an environment where excellence is expected." not the best idea in the world i know but its late and was getting sleepy so thought i would make a post.
  3. Have you used transporter to convert the .obj into fact. formz can also saved out to .fact too i am sure. that will fix the problem. as for the textures i think you just need to apply them in the martial editor and then make sure it use's the uvs from the model for it to work. i still only have EIAS 6.5 but thats how i do it. Still waiting for V9 that is going to have a new import system so the use of transporter will not be needed. hope that helps you. transporter should be installed in the EIAS folder. loads of options there to play with enjoy.
  4. EIM (would love this) Sub-D at render time ( I dont think this should be a plugin) Better partical system Cebas has some really cool stuff used pyrocluster fro truespace years ago loved it Snap to polygon so you can attached things to objects. Instaceing should help render speeds Better material editor it does seem dated now. being able to set morph targets in the single fact file. Like lightwave does with endomorphs (would need a modler to support it though Having layers in EIA Partical hair (wishful thinking I know) Being able to view displacement maps in ogl preview Update eia ui (not change it) just better images sharper text and 3d maiputors Bullet physics engine. With the modler I would spend and extra £500 ez for it would love to have it made by the same people that do my animation software. That's my brain fart for tonight work has been dull atm
  5. EIM (would love this) Sub-D at render time ( I dont think this should be a plugin) Better partical system Cebas has some really cool stuff used pyrocluster fro truespace years ago loved it Snap to polygon so you can attached things to objects. Instaceing should help render speeds Better material editor it does seem dated now. being able to set morph targets in the single fact file. Like lightwave does with endomorphs (would need a modler to support it though Having layers in EIA Partical hair (wishful thinking I know) Being able to view displacement maps in ogl preview Update eia ui (not change it) just better images sharper text and 3d maiputors Bullet physics engine. With the modler I would spend and extra £500 ez for it would love to have it made by the same people that do my animation software. That's my brain fart for tonight work has been dull atm
  6. Not sure if this is really good for anyone but the Ptex UV texture system is open-source and lets you have a texture map up to 4k per polygon. but you kind of need to paint you textures in 3d-coat or some other program like that. since they would not make too much sence in photoshop. Also can EIAS handle instance geometry for things like leaves grass etc etc if not ADD that XD. and thinking of that ie for grass how about importing say 1 blade of grass and make EIAS snap it to the normals or ground and then do an instance random array to fill the area with grass. keeping with open code Bullet Physics engine seems to be getting a big following used to other 3d animation programs. oh and on more thing last one from me now. is being able to Sub-d with catmull clark inside EIAS so you dont need to repalce with the high res mesh at render time. not sure if you still have to do that in V8 but my 6.5 i do. catmull clark is also open-source so the cost is once again just the time needed to make it work in EIAS. OH and one more thing.......Node base shaders one day v10-11 or some other improvements over the current shader system. these things just came off the top of my head really since its 5am and i cant sleep and i have no renders to post atm so thought i would start this as a way of saying HI am back! left EIAS about 5 years ago. but the new leaders /bow seem to be doing a fantasic Job so i am back and waiting EIAS v9 i know you guys wont let us down Joe Purcell
  7. Not sure if this is really good for anyone but the Ptex UV texture system is open-source and lets you have a texture map up to 4k per polygon. but you kind of need to paint you textures in 3d-coat or some other program like that. since they would not make too much sence in photoshop. Also can EIAS handle instance geometry for things like leaves grass etc etc if not ADD that XD. and thinking of that ie for grass how about importing say 1 blade of grass and make EIAS snap it to the normals or ground and then do an instance random array to fill the area with grass. keeping with open code Bullet Physics engine seems to be getting a big following used to other 3d animation programs. oh and on more thing last one from me now. is being able to Sub-d with catmull clark inside EIAS so you dont need to repalce with the high res mesh at render time. not sure if you still have to do that in V8 but my 6.5 i do. catmull clark is also open-source so the cost is once again just the time needed to make it work in EIAS. OH and one more thing.......Node base shaders one day v10-11 or some other improvements over the current shader system. these things just came off the top of my head really since its 5am and i cant sleep and i have no renders to post atm so thought i would start this as a way of saying HI am back! left EIAS about 5 years ago. but the new leaders /bow seem to be doing a fantasic Job so i am back and waiting EIAS v9 i know you guys wont let us down Joe Purcell
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