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Andrew Shpagin

3DCoat Developer
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Everything posted by Andrew Shpagin

  1. Ok, I will flip it. The best way is to show the same picture in LW and 3D Brush (in initial view, when Home pressed).
  2. Thank you! I have understand the bug - it was because the dencity of polygons if extremely different in different parts of mesh. But it it not a problem - I'll fix it. Has someone tried to import LWO with texture?
  3. I have done the support of import LWO. Please test it and tell if there is some bugs or strange things. The link is below: http://www.mediafire.com/?dxgvmmsgptt Also I have add the change radius with RMB dragging, adding a middle point in curve with interpolated radius (RMB). 16 bit displacement exportr is also there.
  4. Now 3D-Brush supports export OBJ files. LWO support comes in several days. You can export displacement (8/16/32 bits), normal, specular, color/transparency map. You can export normal map for different resolutions (low and moddle - 40000-8000 pol). I know that peoples use exported files in XSI, Maya, MAX,LW, Carrara ...
  5. Now there is no fallof in term of focal shift, but you can select one of 6 standart fallofs or any fallof from picture in Pens menu (press T).
  6. It is really a bug But I have fixed it, now you have option "Ignore back faces" in curves/text. You can get the newest version with this feature at http://www.mediafire.com/?7mcbbsvdbq4
  7. 1)Rocks - you should create the pen with corresponding opacity mask corrected in Photoshop an with rotation jitter. Also erase mask shoud be created (to erase pixels under rocks). 2)Zip - you should create strip from tga file (depth should be stored in alpha, color - in RGB) 3)Metal Strap - likeZip, but some correction in photoshop need to add shadow effect 4)Tooth Paste - create colored strip like in (2) 5)Ivy in Fall - create pen with angular jitter (Draw with spots should be set). Also erase mask shoud be created (to erase pixels under ivy). The only problem is color changing (it is not implemented). Erase mask is a mask for erasing everything in layer with this mask under the pen. The only thing is really absent in 3D-Brush - spacing (to preserve constant distance between spots). Also wet effects are absent. Also have you seen the possibility to create pen from 3D-object? Now it is done withiout using texture or vertex color but i think it is also will be implemented in future. Deep Painter also can be used instead of Photoshop like external editor in 3D-Brush (it is not so convinient but possible).
  8. I think it is good that you asked something there and proposed some things because 1) some things are really could be used to improve 3D-Brush 2) peoples will look at screensots an understand better what is 3D-Brush
  9. Now I am downloading Deep Paint, so may be I will find something interesting there...
  10. ok, I will do this. The only problem - i don't decided where it is better to place these buttons...
  11. Every pen in 3D Brush have some set of jitters: - position jitter (was add in 2.01 - download there www.mediafire.com/?8nejm1u9lmg ) - rotation jitter - size jitter - bump/depth jitter but it really coul be useful to add jitters like you have told: color (hue) jitter specular jitter opacity jitter Thanks for proposition!
  12. Сейчас я делаю подобное для LightWave поскольку есть большой спрос на это. Я думаю до майки руки тоже дойду со временем. Пока следующий в очереди MDL (Hash Animation Master)
  13. The idea of 3D-brush is: - you load a mesh 0-100 k of polygons with rough details - 3D-Brush subdivides it up to selected level (0.3-16 millions of polygons). Every polygon is subdivided separately in dependency of its proportions (not like in ZBrush or mudbox where every edge can be divided only on 2 4 8 ... parts). Some polygons can be divided for example in proportion 7:354 (it is available in 2.01, I have sent the link to you) Any time you can change that resolution (see Commands->Change mesh resolution). Resolution can be changed not only 4 times like in ZB but for example on 30%. But it is better to increase (not decrease) the resolution during th edit process. - Edit geometry/color/transparency/specular per new vertex The displacement will be saved like difference between vertex position and it's position on layer 0. So it is better not to paint small details on layer 0. To save displacement you should do File->Save depth of visible layers to texture You can add as many pens as you want (it can be made from OBJ file, TGA, BMP or ABR file). But it is better to separate different kinds of pens into different folders (materials/strips are also can be separated into several folders). Also press RMB on pen and look at the possibility to edit pens in Photoshop. It will help to create pens colored/lustred. If you will create pen from 32-bit TGA the Alpha will be treated like depth and RGB - like a color of pen. If pen is created from BMP or ABR it will be treated like pure alpha. Also, the information for anyone: the latest update is available at http://www.mediafire.com/?8nejm1u9lmg It is not officially released but is stable and good enough
  14. I need some LWO file example with: - several smoothing groups - several objects - several textures/materials Can someone help me? Please send the file to support@3d-brush.com
  15. Thank you! Especially for promoting! Ok, I will work over improvment the UI.
  16. I really want to implement LWO in one of the next updates. I can even tell the most probable order of adding formats support: .LWO .MDL ??? - on request
  17. Yes, it will help you to set background layer to initial state.
  18. It is pity, but layer 0 is background layer (like in Photoshop), so displacement is counted like distance from level 0. So it is better to draw small details in other layers. Now there is no way to move bump from layer 0 to another layers because layer 0 contains absolute coordinates and another layers contain offset from layer 0. But I have understood the problem and in one of the next versions I will add option "separate level on low and high frequency parts".
  19. Almost every mouse with mouse wheel has middle mouse button. Usually if you will press the wheel (not rotate) it acts like middle mouse button. Is is used in Max and Maya. I think it will be better if I will add the choice of navigation type in Preferences. What is usual navigation type for you?
  20. Very good! May be there is some displacement height scale coefficient in Carrara. It is better to increase this coefficient to get better result (meke frog sligtly more bumpy).
  21. Use CTRL+Z to undo (it is almost infinite). Redo is really absent. I will fix it ome of next updates. Wheel is used not for zoom but to change pen radius an another parameter (you can set it in options).
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