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Post by Crazycanuck1985 on Aug 29, 2018 9:15:18 GMT -5
Two crappy things in the new designer: 1) Shapes/3-click method not going to work as quickly as shapes no longer continue to be the same size when you switch from fairway to rough etc. Very annoying. 2) The raise/flatten brushes now need to be manually reset to 0 ft 0 in. If you lower something 50 feet. Then go do something else. When you come back to the raise brush, it's still set at 50 ft. Also very annoying. #2 is going to be patched. Paul mentioned that in my design stream yesterday. #1 is annoying. After so many hours of using brushes for fairways, not having that option really anymore will take some adjusting. Using splines for fairways are certainly easier, but I feel my results with it so far have just been "meh". Even just having it working like it did in TGC2 to fix some kinks with fairway splines would be nice.
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Post by SkinniePost on Aug 29, 2018 9:17:46 GMT -5
I'm finding that my bunker sculpting method isn't working for me. I used the fuzzy flatten brush to try to give my bunkers some depth like I usually would... it ended up just making the pan really wavy and rugged looking. It wasn't a clean finish at all. Definitely not what I expected to happen. Anyone have any advice for this??? They changed the way dragging a sculpting brush works? Does it not repeat on a smooth spacing?
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Post by rjwils30 on Aug 29, 2018 9:18:38 GMT -5
Had a go with the designer last night. Few thoughts.
Love the functionality of the interface. Only thing I find a bit cumbersome is having to select and object or way point and then move. It’s a 2 command process. Perhaps I’ll get a bit quicker as I go. I want hoping hat the green grid size would be increased. If you do big greens it’s nice to have it extend over the whole surface. It would e nice if we could adjust it.
Auto fill and light rough allocation is amazing. The fact that the two surfaces can be connected makes adjustments so much easier. This will save a substantial amount of time and take away the hours of Tedious clicking just to achieve something as simple as a fairway edge. Huge win on this one.
No minimum green size is fantastic. It was ridiculous having to fit an arbitrary green inside another.
The smoothing tools seem to work really well especially over large surfaces. The raise tool is great as you can more easily adjust the height over large areas. Plus the elevation stays set so you don’t have to raise up every command.
Graphics I’m a little less impressed with.
Imported many of my courses and think they all look better in TGC2 In large part it’s due to the speed trees which don’t seem to render enough shadow and lack transparency. There seems to be too much pastel colour coming off them. Trees often look quite dark from a distance and I feel you lose this. They look a bit cartoonish. The pale bunker lips make the bunkers feel less crisp. Especially for a sandbelt course where you really want those lips to read. Hope they can make the colour optional.
That being said we are now working with a new palette and on future courses we can take the new visuals into account.
It seems the max firmness has increased which is great, I was hoping that we would get a super firm setting for burnt out links courses. It would also be nice to control the depth of the heavy rough.
Overall I’m super excited moving forward and look forward to seeing everyone’s courses.
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Post by Deleted on Aug 29, 2018 9:20:07 GMT -5
Is it that hard to have the ability to add second surfaces to shapes instead of splines? Seems like there is a need for it. Plenty of people use only brushes for fairways etc. add to that the shape doesn’t stay the same for adding the rough and it’s goinng to be bad.
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Post by CiB0RG on Aug 29, 2018 9:20:36 GMT -5
Two crappy things in the new designer: 1) Shapes/3-click method not going to work as quickly as shapes no longer continue to be the same size when you switch from fairway to rough etc. Very annoying. 2) The raise/flatten brushes now need to be manually reset to 0 ft 0 in. If you lower something 50 feet. Then go do something else. When you come back to the raise brush, it's still set at 50 ft. Also very annoying. I thought #2 was very annoying also. I eventually got used to clicking the button to reset the brush but it's even more annoying that the brush does not stay the same size or in the same orientation when you reset it. As for the 3 click method... I think that era is done for me. With the ability to add the secondary surfaces to splines it made splining much more appealing to me now.
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Post by SkinniePost on Aug 29, 2018 9:24:42 GMT -5
My solution so far is to keep the weird flat splines and use brushes to patch them. Since they changed the way textures merge... It doesn't bump out as much when you patch a spline, seems easier.
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Post by Deleted on Aug 29, 2018 9:26:45 GMT -5
Can someone post an example of these weird flat splines you speak of?
I’ve had great success in creating smooth edges with larger width secondary surfaces looking great.
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Post by CiB0RG on Aug 29, 2018 9:27:16 GMT -5
I'm finding that my bunker sculpting method isn't working for me. I used the fuzzy flatten brush to try to give my bunkers some depth like I usually would... it ended up just making the pan really wavy and rugged looking. It wasn't a clean finish at all. Definitely not what I expected to happen. Anyone have any advice for this??? They changed to way dragging a sculpting brush works? Does it not repeat on a smooth spacing? It would appear that something is off with dragging the flatten brush. On the first bunker I tried I spent a minute or so tracing around the perimeter and "coloring in" the bunker and assumed when I let go the result would be a nice even surface with a nice contour to the bunker shape... What I got basically looked like stairs... visible bumps of elevation change in the pan of the bunker. I did an "undo" and tried again and the same thing happened. I'm not really sure what's going on there.
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Post by Deleted on Aug 29, 2018 9:29:18 GMT -5
They changed to way dragging a sculpting brush works? Does it not repeat on a smooth spacing? It would appear that something is off with dragging the flatten brush. On the first bunker I tried I spent a minute or so tracing around the perimeter and "coloring in" the bunker and assumed when I let go the result would be a nice even surface with a nice contour to the bunker shape... What I got basically looked like stairs... visible bumps of elevation change in the pan of the bunker. I did an "undo" and tried again and the same thing happened. I'm not really sure what's going on there. This also happened when I dragged a flatten across a fairway edge. The faster I did it the more “steps” I got.
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Post by Deleted on Aug 29, 2018 9:30:47 GMT -5
Soooo late for me. Bed time.
Fill this thread with good stuff. I’m very excited to get moving in the Designer now. I haven’t played a single hole yet and I’ve got it on 2 platforms lol.
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Post by cliffs on Aug 29, 2018 9:33:08 GMT -5
I tried the method of splining you guys suggested for using "more" splines and find my fairways are less wavy doing that, thanks for the tip.
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Post by ErixonStone on Aug 29, 2018 9:39:27 GMT -5
The green fringe also exhibits crappy behavior when you overlap shapes... Use to be smooth, now a bunch of line segments and wiggliness. I noticed this too. I struggled - in the few minutes I tried - to get nice green edges when overlapping shapes. I deleted my green and redid it with a spline and it looked much better. I actually don't mind this because using a spline will allow me to be more creative with my greens. I always felt restricted with the brush shapes, but splines in TGC2 were too wonky to use to build greens.
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Post by scampi00 on Aug 29, 2018 12:03:54 GMT -5
PSA: The red brush trick to create fairway bunkers (or simply remove fairway) only work on manually placed fairways.
Does not work on filled in splines.
Also L3 click on raise/flatten heights immediately resets brush to 0. Should help until they patch.
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Post by SkinniePost on Aug 29, 2018 14:00:38 GMT -5
The green fringe also exhibits crappy behavior when you overlap shapes... Use to be smooth, now a bunch of line segments and wiggliness. I noticed this too. I struggled - in the few minutes I tried - to get nice green edges when overlapping shapes. I deleted my green and redid it with a spline and it looked much better. I actually don't mind this because using a spline will allow me to be more creative with my greens. I always felt restricted with the brush shapes, but splines in TGC2 were too wonky to use to build greens. Yeah, not sure what to do with greens... Used the oval brush 100%. The mirror handles command might be way more useful than before. It use to let you make unsmoothed spline transitions, which could create tight corners, i.e. handles that are not parrallel to the transition point.
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Post by titaneddie on Aug 29, 2018 14:06:45 GMT -5
So i found laying down the fairway spline way points about 10-15 yards apart, then a little closer together going around corners is a good start. After smoothing you have to go and play with the waypoints a little bit but with not much effort you can get that sort of straightness out and get a more natural curve. Think i can work with this.
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