digman

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About digman

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  1. Not quite back yet... stopped by to see the updates... Lots of questions I see, some the same old ones or complaints without knowledge, sigh... years of being spoon fed information at public schools robbing the brain of an inquisitive nature. C.S. Lewis---- Chronicles of Narnia "Why don't they teach logic at these schools?"
  2. Some cool updates since I been away... Not a lot of art since I been taking a break but lots of deep thoughts about life which is a form of painting, not on a regular canvas but the canvas of the mind....
  3. 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....
  4. wind things up in a day or two... I think I said in my post...
  5. Flat shade has no scene lighting, metalness or roughness effects... Flat shade is like in painting in Photoshop... The color variation in the finger on the far right is due to scene lighting and the roughness channel. I will test the texture editor soon. EDIT: I very seldom use the texture editor so I will let others comment on that...
  6. 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.
  7. 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...
  8. 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...
  9. 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...
  10. 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...
  11. 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...
  12. 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.
  13. That statement of mine was concerning the visual appearance of the imported Modo FBX file, not concerning how it imports uv sets and materials. His FBX model had visual artifacts. I updated my post in the SOS thread to reflect what I just said here...
  14. I tested but no big difference, maybe just a tiny bit. The shaders still to not have a pleasing visual appearance, plus again res+ makes the grid pattern smaller but more noticeable still. Sorry Andrew, I know after your hard work, it has to be somewhat disappointing in our reactions to the shaders. Though I know as developer you want our feedback and the input from the user base to make them better...
  15. Low smooth shade is no longer an option under the view menu.