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yukon_28

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Everything posted by yukon_28

  1. I am not a LW expert, actually i never used it at all, but it sounds to me like you are trying to insert displacement map into normal map's place. Try to export normal map from 3DC and use it in the same place.
  2. Thanks for your mats, i'll use them for sure!
  3. Well, i cant understand what the problem is. I hope Andrew well be more lucky
  4. Yes, agree. In this way you can separate details for displacement map (large scale, general form tweaks) and details for normal map (finer details that does not change overall shape, silhouette). But as you work, its often a good idea to make new layer when you starting to work on something that placed over existing paint\sculpt, so you can work in non-destructive way, without taking chance to mess up already painted area. Later on you can merge this layer for resources sake.
  5. I does not think Andrew will implement silo's format to 3dc anytime soon, and i think its OK. I'll explain why: obj is the most universal file format accepted by any 3d software, so its become universal format for geometry exchange. Of course for you, as silo user, its easier to open silo files straight from 3dc, but for me, as max and modo user, its better to open .max and .lxo files, and to maya users .ma files are better choice, for cinema users .c4d files, for zbrush users .ztl, and so on, this list may be very long. So, because of this issue any program today can read\write .obj files and they become a standard for exchange.
  6. Talking about zbrush, is it possible to edit 32bit displacement maps from zbrush in 3DC ? Those maps are ideal for rendering in max (MR), you does not have to worry about alpha gain etc. P.S. I glad to hear that 3DC plays with modo well now. Its fantastic that now we can walk between modo and 3DC using vector displacement maps. And its unique to 3DC, afaik no other 3d painter can do it. We need to make topic in modo forums, i think that many modo users would be interested.
  7. Andrew, may be it will help you in implementing EXR to 3DC. There is great plugin called ProEXR. What its doing, is adding support to layered EXR files to Photoshop and After Effects. Photoshop version costs some money, but AE version is not only free, but provided with sources. So, may be you can use it in some way ? Support to layered EXR files in 3DC would be great imo, and it can be used when working between PS and 3DC. Here ProEXR link: http://www.fnordware.com/ProEXR/ And OpenEXR: http://www.fnordware.com/OpenEXR/
  8. I think you need to make UVs in LW and then bring it to 3DC. For now, UV maping inside 3DC its not a best idea if you already have full featured application like LW. Simple cylindrical mapping should work for you.
  9. SonK & others, now i am not as sure if understand everything right, so please correct me if i wrong: What i though, is that displacement works like this: Displacement and bump maps works by taking amount of displacement from grayscale map's pixel and pushing\pulling vertex along its normal. The difference is that displacement maps doing it by truly displace geometry, while bump faking rendering engine (and it is the reason why bump maps costs virtually nothing compared to displacement). Normal maps, instead of pushing and pulling vertex along its normal using real XYZ coordinates. Like bump maps, normal maps faking renderer and not displace geometry in reality (that why its called "normal bump" in some applications, max for example). It captures all needed details, but the problem is that because of "fake" nature of those maps you cant use them for larger details, as it will have to change mesh silhouette, and it is not possible without displacing geometry. There is some workarounds to silhouette issue, like relief mapping, but its expansive for rendering, nearly as real displacement maps. Then, newcomer, vector displacement doing the same thing as normal map, but instead of faking renderer it really displace geometry, with the ability to create overhangs, thats why if we are not taking render times into account vector displacement it is an ultimate solution for capturing details from super hi-res meshes and transfering them to low or midpoly meshes. Where i am wrong?
  10. Yes, as long as it supports layered PSD's
  11. Hold "TAB" to move symmetry plane Symmetry -> Reset symmetry planes to center it back
  12. There is no need to re-rig anything. If working with rigged mesh, after texturing it in 3dc you exporting image maps, not the mesh itself. Noone doing rigging and animation on heavy sculpted meshes, those hi-res (usually multi-million poly) meshes used to generate maps for low-res and\or mid-res ones. Anyway, 3dc threats animation in 100% normal way, there is no program that will preserve animation after you completely changed geometry & topology of your mesh. There is many workarounds, from simplest ones, like texturing and sculpting before rigging, all the way to more complicated, like skin wrap modifier in max. Also, imho not the best idea. 3DC its a powerful (if you ask me, most powerful) 3D painter, with many unique features, with good sculpting abilities, with day-to-day grows toolset. There is so many 3d converters on the market, freeware and commercial, cheap and expansive, so it is not a good idea to turn 3dc into one of them.
  13. Plugin for using vector displacement in XSI (quote from modo forums):
  14. Andrew, as rimasson noted there is formats problem. It would be great if you can implement EXR into 3db, it is an open and well documented format afaik, developed by ILM. Edit: I followed rimasson's comment & converted modo's output into floating point tif and imported it into 3dc, i also got strange results, its noway match modo's viewport.
  15. I cant belive how fast you are... I'll try it now in modo, downloading.
  16. Yes, accepts. I'd agree with Ztreem, object-space normals maps are no-go, we need tangent space maps. Andrew, i am not LW user, but i seen it in modo forum, might be interesting for you (plugin that adds vector displacement node to LW9): http://pagesperso-orange.fr/dpont/plugins/...al_Nodes_2.html
  17. Andrew, i am so glad to hear that you started to work in this direction, Vector displacement its a way to go, i am sure, it is a future. All users of hi-end apps with MentalRay (integrated or stand alone), such as Max, Maya and XSI will be happy with this feature, and even renderers that does not have ability to use vector displacement now will get it in the near future i think, also i am sure this feature will make 3DC more attractive for new users looking for 3d sculpt\paint sw, because it is rare on the today's market. I am till not used vector displacement in MR, but in modo it make sense, great feature. Yes, its would be great. BTW, i started to use modo a few weeks ago, and i should tell that i am just loving this program. Max still my main sw and i still like it and i think that Max with all its plugins its a most powerful "generalist" tool in the market, especially if you have no R&D department working for you to make custom tools as you need them, but many things is just so much easier and faster to do in modo
  18. Well, if you can - go for it! Its would be good addition.
  19. I think you can simply store preset for your sculpting tool, so you can use it next session.
  20. Andrew, i think you need to do smal "Statistics" window dialog. Almost any application i know have some kind of statistics, so there no reason the best 3d painter in the universe should not get one I think it can be new line in "View" menu, called "Show scene statistics", it will open small window dialog with all needed info, such as view and export texture resolution, lowpoly, highpoly and carcass mesh resolution with number of polys, verts and tris, number of maps to export, number of materials and objects etc., any useful info you can think about can be there. I think its should help to user to get all info of this kind in one place, also its should not be very hard to implement for you.
  21. Thanks for this cool addition Andrew, i like it! I can think of a few good uses for this new tool. I also think its ok to remove it, texture sizes can be checked in uv sets manager or "change resolution" dialog.
  22. Thank you Andrew, what a great news! I am out to play with new version!
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