Cool suggestions Seems you are also musician so why not add some realist sounds to each sculpt tools? Today all 3D sculpt programs are "Silent as the grave" As option of course
Another thing if you want some French translations don't hesitate I have always done for the fun some 3D progs I make that only for crazzy progs Moment Of Inspiration ( Interface documentation Manual Wiki Forum etc... 3D Coat Interface Wiki Documentation Forum Many Sketchup Plugins TwilightRender Interface TopMod Interface Zbrush re read the Doc, some plugins ...
Something else that would certainly be very welcomed is a second kind of symetry option.
The 1st one would work exactly as in the current Sculptris alpha overwriting anything you have done on the right side as it can have its use, but the 2nd one would not automatically delete everything on the right side to replace it by what you have done on the left prior to checking the option, a bit like the Blender version of the X symetry.
atolmdragon: Screws up? Have you tried shift+left click? It might not be available if you downloaded the program within 1-2 days of release, try downloading again in that case.
"Option to render in quads" is not so simple, but I might add some functionality that would allow you to work with quads.
pilou: Sounds? Heavens no! What would even "realistic sculpting sounds" be? I'd think a physical sculpting studio is much quieter than your computer workstation since there are no electromechanical devices like fans or harddrives, and fingers against clay don't make much of a peep.
I haven't thought about translations yet, but if it becomes relevant I might make a public call for people to help. Keep your eyes out when it gets closer to release, around beta time perhaps.
sergey: I've actually done some work with photo reference and 3D modeling before, so it's not a bad idea. Locking/hiding will probably show up in some form.
sanc: Yeah, I started out with that but changed it for performance and quality reasons. Will look into the possibility of adding that second option.
qwesto: The core algorithm only works well for triangles, but I might add something to enable quads. Ptex requires quads and ideally a lowres base mesh, both of which don't go hand in hand with the current sculpting algorithm. I already have automatic UV mapping and I'm working on texture painting. It should work out pretty well.
marts: Sorry, I have no idea what you're asking. There's no beta version available for download yet. If you want to know about brush/texture management, then yes - there will be interface/buttons for that, but it hasn't been designed yet. Right now I'm using keyboard shortcuts for everything.
Support for the Ptex format, now released as open source from Disney. In the Ptex format there is no need for a uvmap. This works on any renderer that supports Ptex. Renderman supports Ptex format and other renderers will be following soon as Ptex is now open source.
In 3DCoat, You can save a Plex model as an obj file with the textures,normal and displacement maps arranged in a grid square pattern similar to Zbrush's Auv tile structure, though it is different. You then can use any renderers including game engines.
This would be great for people who do not know how to made uv maps. Future selling point...
A feature to turn the tris into quads. ( I think it as been suggested before) I'm not a programmer so I have no clue if it is possible or not.
Picture shows the piggy type with quads and the Ptex grid texture.
digmore: User would not have to "make" UV maps since the application does it automatically. You just go into paint mode and wait for a few seconds, then you have a mapping ready to use. Ptex requires quads, and it would be very hard to automatically convert a triangle mesh into a nice quad structure. The most reasonable option would be a manual retopo/resurface tool for building quads on top of the triangule mesh, but I haven't decided if this is relevant for the 1.0 release yet.