Advanced Member geo_n Posted May 18, 2008 Advanced Member Report Share Posted May 18, 2008 Here's my wip. Not sure if I'm doing it right. Not really going for realistic as my project will be very snowy and foggy. Any suggestion welcome. UV model Mask layer 1 Painting Feet Base coat black 2nd layer coat black Inverted mask to paint white Another layer for mouth Another layer for yellowish fur Test render left is low poly and right is mid poly Can anyone tell me how the displacement map from 3dc is used in lightwave? I exported the displacement map from 3dc and added a deform>normal displacemt in Layout but there's no effect. It looks the same with or without the normal displacement. Quote Link to comment Share on other sites More sharing options...
Advanced Member yukon_28 Posted May 18, 2008 Advanced Member Report Share Posted May 18, 2008 Can anyone tell me how the displacement map from 3dc is used in lightwave? I exported the displacement map from 3dc and added a deform>normal displacemt in Layout but there's no effect. It looks the same with or without the normal displacement. 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. Quote Link to comment Share on other sites More sharing options...
Member tortoro Posted May 18, 2008 Member Report Share Posted May 18, 2008 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. Hi, you must go the object properties-deform - under displacement check the edit nodes panel, go inside and create a node for your displacement map. Check the tutoirial at newtek to how to setup a displacement node. If you have several uv and map check my wip, there's a link fot this case. Quote Link to comment Share on other sites More sharing options...
Advanced Member geo_n Posted May 19, 2008 Author Advanced Member Report Share Posted May 19, 2008 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. yukon_28- 3dc exports the lwo model with the normal map already applied. So I'm trying to figure out how to apply the displacement map. I think tortoro is right and I have to create another node for that displacement map manually. tortoro - I'll check it out. I try to avoid using nodes since people I work with still use lightwave 8. I found this link from your wip. http://forums.cgsociety.org/showthread.php...le+displacement Useful info. I think there should be sticky in 3dc forum about this topic. P.S. why are 3dc file so big? This penguin is 400mb!!! Quote Link to comment Share on other sites More sharing options...
Advanced Member geo_n Posted May 19, 2008 Author Advanced Member Report Share Posted May 19, 2008 Also what is the best way to make crisp curve lines? I tried to draw with curve brush and also draw with spline and it looks jagged like in picture. When the curve follows the shape of the model its trying to alias the curve I think. But it turns jagged afterwards. Quote Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted May 19, 2008 Report Share Posted May 19, 2008 At first, I think that displacenent will not be useful in this case. Normalmap is best. It gives good enough quality and much lower render time. So if you need to render something - just export mid-res mesh with normalmap. second - jags. Jags arise because of carcass mesh resolution is not very high. There is 2 resolutions in 3DC - highpoly mesh resolution and carcass mesh. HP mesh is used to create mormalmap for carcass mesh. So if your final purpose is normalmap, jags are only temporary visual effect. Press '6' and look low poly mesh with normalmap. third - the penguin itself Looks very good, but it seems there is too many "dots" or "noisy dots" instead of stright short lines - feathers. Also orange spot on neck has too rigid edges in comparison to photo. Quote Link to comment Share on other sites More sharing options...
Advanced Member geo_n Posted May 19, 2008 Author Advanced Member Report Share Posted May 19, 2008 At first, I think that displacenent will not be useful in this case. Normalmap is best. It gives good enough quality and much lower render time. So if you need to render something - just export mid-res mesh with normalmap.second - jags. Jags arise because of carcass mesh resolution is not very high. There is 2 resolutions in 3DC - highpoly mesh resolution and carcass mesh. HP mesh is used to create mormalmap for carcass mesh. So if your final purpose is normalmap, jags are only temporary visual effect. Press '6' and look low poly mesh with normalmap. third - the penguin itself Looks very good, but it seems there is too many "dots" or "noisy dots" instead of stright short lines - feathers. Also orange spot on neck has too rigid edges in comparison to photo. So how can I make it high poly mesh and carcash mesh? Will the textures be affected? I'll do some changes to the noisy dots. I notice the white feathers are short and the black are longer. Thanks. Is the file size 400mb normal? Seems quite big. Quote Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted May 19, 2008 Report Share Posted May 19, 2008 So how can I make it high poly mesh and carcash mesh? Will the textures be affected? I'll do some changes to the noisy dots. I notice the white feathers are short and the black are longer. Thanks.Is the file size 400mb normal? Seems quite big. Carcass mesh resolution acn't be changed now, but it does not affect textures. 400 mb is normal if mesh resolution is 5-8 millions of polygones and you have several layers. But really it is big value. I will work how to decrease it. But so many pixels should be stored somewhere Quote Link to comment Share on other sites More sharing options...
Advanced Member geo_n Posted May 19, 2008 Author Advanced Member Report Share Posted May 19, 2008 Carcass mesh resolution acn't be changed now, but it does not affect textures.400 mb is normal if mesh resolution is 5-8 millions of polygones and you have several layers. But really it is big value. I will work how to decrease it. But so many pixels should be stored somewhere Oh I see. So I should always put the carcass resolution to highest next time. I thought its the same effect as the the millions of polygon. How does more millions of polygon affect the model? It doesn't make smoother stroke and elimate jaggies? Quote Link to comment Share on other sites More sharing options...
Advanced Member ldzywsj Posted May 20, 2008 Advanced Member Report Share Posted May 20, 2008 Oh I see. So I should always put the carcass resolution to highest next time. I thought its the same effect as the the millions of polygon. How does more millions of polygon affect the model? It doesn't make smoother stroke and elimate jaggies? Andrew had said that he would make realtime fur,I think that will really help you!keep up waiting for the super man,perhapes he will make it in release 2.10! Quote Link to comment Share on other sites More sharing options...
Advanced Member geo_n Posted May 20, 2008 Author Advanced Member Report Share Posted May 20, 2008 Andrew had said that he would make realtime fur,I think that will really help you!keep up waiting for the super man,perhapes he will make it in release 2.10! Im not really sure how I`ll be using hair output from 3dc. Unless he makes a hair plugin for lightwave itself. Quote Link to comment Share on other sites More sharing options...
Advanced Member ldzywsj Posted May 20, 2008 Advanced Member Report Share Posted May 20, 2008 Im not really sure how I`ll be using hair output from 3dc. Unless he makes a hair plugin for lightwave itself. Realtime fur,used only for making texture,it isn't dynamics fur! Quote Link to comment Share on other sites More sharing options...
Advanced Member geo_n Posted May 20, 2008 Author Advanced Member Report Share Posted May 20, 2008 Realtime fur,used only for making texture,it isn't dynamics fur! So it will be polys with opacity maps when exported to other applications? hmmmm Quote Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted May 20, 2008 Report Share Posted May 20, 2008 Fur will not be done in 2.10, it is property of 3.0 About carcass: I hope that I wil make it dynamical in near future, but now it is good to choose it between 60-200 k. It gives good enough visual appearance. But actually, it is not very important. Big mesh resolution is more important because it determines actual output texture quality. Quote Link to comment Share on other sites More sharing options...
Member Ztreem Posted May 20, 2008 Member Report Share Posted May 20, 2008 About carcass: I hope that I wil make it dynamical in near future Yes! that would be super, like Zbrush and Silo. Looking forward to that feature. Quote Link to comment Share on other sites More sharing options...
Member Ztreem Posted May 20, 2008 Member Report Share Posted May 20, 2008 geo_n: I don't think this model will benfit much from displacement, it will only slow down render and eat memory. But if you want it it should be done as you did with the normal displacement deformer if you don't want to use nodes. Quote Link to comment Share on other sites More sharing options...
Advanced Member geo_n Posted May 26, 2008 Author Advanced Member Report Share Posted May 26, 2008 geo_n: I don't think this model will benfit much from displacement, it will only slow down render and eat memory. But if you want it it should be done as you did with the normal displacement deformer if you don't want to use nodes. yes I was able to reproduce it in older version of lw with normal displacement plugin. playing around with kray and penguins, 1468 instances of penguin(9549 poly)= 14061972 poly and only used less than a gig. rendered with lappy, core 2 1.6ghz 3gig ram winxp. impressive kray! Quote Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted May 26, 2008 Report Share Posted May 26, 2008 That is great! But it seems that some tiling is still visible on the back of penguins. I think that back should be colored manually using pen to gett more uniform result. Quote Link to comment Share on other sites More sharing options...
Member 2Mylent Posted May 27, 2008 Member Report Share Posted May 27, 2008 Beautiful and impressive! ------------------------------------------------------ Superbe et impressionnant! Quote Link to comment Share on other sites More sharing options...
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