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About digman

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  1. A combo wip work using 3DC and Polybrush... Voxel shader and Rendered in 3DC with a little postwork.
  2. I been dusting off my 2D digital brushes... This is an old 3D base sculpt that I shown a long time ago.. I zoomed in and cropped for composition. Now starting to re work the painting. Showing the wip here as it's base is 3D-Coat. More work to be done.. Enjoying my break....
  3. Questions are good, they lead to understanding... Yes, 3DC remembers the original scale when exporting from the sculpt room, retopo room or if you bake the retopo model to the paint room then export that model. You must as stated earlier in my other post have selected "Yes" to keeping the scale when you imported the model. Importing as reference mesh is a method and is a feature. I prefer the other method as I can do some more detail sculpting on the model if it is needed and for baking purposes. This is a feature too. Very busy atm but I will try to quickly clear things up. The below is for voxel mode. Voxels are 3D cube pixels and just like a picture it needs enough 3D pixel resolution to capture details. a 320 by 240 2D pixel image will not have the amount of clear captured details as a 2D 4000 x 3000 pixel image. The poly count is the number of voxels that are going to be created when importing.. Once imported the number is shown at the bottom of 3DC interface as the number of triangles. When importing a model into voxel mode and you scale the model, you are increasing the resolution of the model. You will need enough resolution to capture all the details... Here scaling does two things. To give enough voxel resolution to capture the details and to increase to a working size if necessary. 3DC is a deep program so I have not gone over all the way things work but this will get you going. Just test to see how things work,you will understand quickly. The below is for surface mode. True polygons no voxel data. Ok, say your decimated model has 300,000 triangles, when you import the model it will have 300.000 triangles and all the detail in that is in the 300,000 triangle model will be there. If the model was 300,000 quads, then after importing, the model would be 600,000 triangles... the quads are triangulated,. Scaling the model here is only to have a working size model plus selecting yes to keep the original scale when importing does the same thing as voxel mode. To import to surface mode in the import panel you select "Import without Voxelization" Shown in attached image. Side Note: Once you press enter and select yes, you will still have the virtual representation of the model, simply click on a brush and the virtual representation will disappear leaving the imported model visible. To center mass in the attached image was answering a question for another user.
  4. I am an old dog too... 63 and Tony might lead the old dog pack here... Nothing like a few beers to get the old brain cells a charge... er or is that the reverse! I never believed or will ever believe you are too old to learn... Threw that public education propaganda out the window many years ago...
  5. Yes you can use a greyscale image to create the smart material normal map. Thanks, I forgot to mention it. Not the subject of the post but really 3 ways of methods of exporting for renderers and game engines. Texture Menu: Gloss---Color Specular--- for regular renderers, can be a non-pbr workflow. Gloss---Metalness--- Unity game engine or any others that support this workflow. Roughness---Metalness--- Unreal game engine or any others that support this workflow. This workflow can be used in Renderers that have the correct shader node / nodes. The renderer generally needs a GGX shader as well that will be used in the process. Blender has some PBR shader nodes that users have created. You also have 3 types of shaders to use under the View menu in 3DC depending upon which workflow you chose under the Texture menu... 3DC is indeed a powerful program, take your time and enjoy learning it...
  6. Howdy 3DC users... I have been quite involved in answering questions here at the forum and using skype to solve problems as well. Time for a break to concentrate on artwork both 2D and 3D... I will wind up a few things here at the forum which will take a day or two. I will be back in 30 to 45 days to resume answering questions. Digman...
  7. The very reason that your first posted needed a detailed workflow as in your other postings you gave more details. Not being critical here but having a detail workflow gives you an accurate answer and I have to spend less time arriving at that answer. In my first posted I guessed that you were importing the model into the sculpt room which is also other method for creating your retopo mesh. My answer is based off that method. You import the model into the sculpt room and then switch to the retopo room to create your low polygon retopo mesh. Also then you can bake for a normal map, displacement map or ptex based off your high detailed imported model in the sculpt room. The import panel is located under the Objects tab (left side toolbar) in the sculpt room... Side Note: I switch to the sculpt room and do not use the "greetings menu" for my method but that is an artist call...
  8. To create a simple fabric that requires no curvature map or Ao map is easy... Look at the second attached image. That is the smart material editor. Click on new to make your own smart material... Just add your fabric seamless texture image. Metal by default is set to "0" and roughness is set to "100". Your are creating a dielectric material (non-metal) You could create a normal map for your fabric depth based off the your seamless fabric texture but that is not the subject of this post. There are a number of programs that are capable of creating normal maps based off images... Choose your preferred mapping shown in the attached image... You have the choice of a several. Give it a name and save... Done...
  9. In the import panel choose "To center mass" See if this does the trick for you... This normally will position the gizmo in the center mass of the object.
  10. Your workflow was not detailed enough in all the steps to give you a for sure correct answer but I will give it a try... When importing your model into the sculpt room, use the gizmo to scale the mode to a larger size. Press yes to keep scale when asked the question after you press apply or the enter key. When exporting the model the original scale is remembered. Notes... If you scale the model when importing in voxel mode watch the poly count in the import tool panel. This is the amount of voxels that the model will have once imported. If importing for surface mode, again scale the model to a working size. The poly count here has no effect. Your model will be imported as is except the quads will be triangulated. Now you are ready to create the manual retopo at a working size... Side note... If you have an external mesh to be used as a retopo mesh, that can be imported in the retopo room and it will match the scale of the sculpt room object. This has to be done after you import the sculpt object. Tony question is one I was curious about too. The reason for the decimation in Zbrush. 3DC is capable of millions of voxels or surface mode polygons according to how powerful your system is...
  11. Pictures of your import settings would help. What is the appox Estimated Poly Count in the import panel. This number is very close to what you will get after clicking on apply. A picture of your model before you click on apply.
  12. @ Tony--- It is a 2D to 3D combo again... Printed on canvas or a laser print would be nice... ---------------------------------------------------------------------------------------------------------- The other anatomy study got me going again. I brought in a head from another model. Darn, I am forever cursed with jumper interest disease... Ya know me, need some scene to inspire further work...
  13. ZBrush: The Polypaint From Texture button will convert the current texture (as applied in the Tool>Texture Map sub-palette) to polypaint. Note that the quality of the polypaint will depend on the resolution of the model – your model will have to have sufficient polygons if there is to be no loss of quality. The above method, No... 3DC will convert a model that has a uv set with color texture to polypaint but it needs a high number of sufficient polygons in the original model to maintain the quality of the texture upon import to surface mode in the sculpt room Once the model with the converted polypaint is imported, then you can add sculpted detail to the model maintaining the imported polypaint. You can add paint layers in the paint room and paint more polypaint texture. After all your work is done, then the polypaint can be baked to the paint room from a lower polygon count model in the retopo room. This includes the normal, displacement maps or Ptex... Also the high polygon model can be exported from the sculpt room with the polypaint. 3DC has what is call proxy mode, where you resample a model downward for posing etc while maintaining the high polygon model details when you return out of proxy mode. It is more limited in it's application than ZBrush subdivision levels. --------------------------------------------------------------------
  14. This was the answer from a post of Jan 22, that I replied in. "The below does not include the render room where is it possible to have a few lights and some control over the light direction parameters You can not adjust the same type of light angle as was possible in the pre-pbr versions of 3DC. The light angle only rotates the ENV map in a horizontal fashion. There is one way to have some of the old style of light angle movements but appears to be only for the Sculpt Room or in the paint room when you are painting polypaint on a surface mode object. Geometry menu / Cast Shadows. Light from the Env will be disabled. Camera / Background / Use Gradient. I do this otherwise when moving the light the env maps also moves which is distracting. Camera / Background / lock Env. The above is good to help check your sculpt under different lighting conditions." On your surface mode corruption, I would send to the development team the 3DC file in question. In 3DC under the Help menu, there is link to unload your file to 3DC support. Be sure to include tools used, steps to recreate the problem or in other words a complete workflow of how you got there from start to finish. In posting these reports here at the forum, it is always good to give the verison of 3DC you are using. I followed the steps given in your post but was unable to produce the mesh corruption as shown in your video.
  15. Preferences Tool Panel. Check which "Normal Map Software Preset" you are using. The drop down arrow has several presets to choose from. Shown in attached image. I am not sure which one works for Lightwave. It might be the 3DMax one. You will have to test. Also you can create your own. I would google about Lightwave's normals maps and glean what information you can find there. 3DC uses 4 parameters for creating normal maps. I generally switch to the preset I desire to work with before baking the normal map. You can switch on the fly and 3DC will recalculate the normal map without rebaking. I know you are an experienced Lightwave user but I found this video and he shows a correctly rendered normal map to Lightwave from 3DC. Just for your information he also shows how to export just single textures out of 3DC too. Maybe something in here will help for your normal map problem but did not see where or if he mentions the normal map software presets... Also saw that Lightwave gives you the ability to separately invert the xyz of the normal map if needed.