Advanced Member L'Ancien Regime Posted February 24, 2013 Advanced Member Report Share Posted February 24, 2013 Quixel is doing some really incredible work and their software for the ordinary artist are affordable. Non commercial full capability versions of dDo are $99 and nDo is $65 http://quixel.se/ddo/ and he uses XNormal... http://www.xnormal.net/Downloads.aspx Quote Link to comment Share on other sites More sharing options...
Carlosan Posted February 24, 2013 Report Share Posted February 24, 2013 yup... i remember an old post talking about the beta http://3d-coat.com/forum/index.php?showtopic=10801&hl=quixel&fromsearch=1 At those time, i opened a mantis request To add Procedural Painting please if any1 like the idea = +1 http://3d-coat.com/mantis/view.php?id=813 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member Zeddicus Posted February 25, 2013 Advanced Member Report Share Posted February 25, 2013 Ha ha, what a great coincidence! I was going to create a Mantis entry yesterday on this exact thing if there wasn't already one, specifically nDo2 too based on what I've read about it (don't know much about dDo though). Decided to leave it for today because I was too tired at the time. This kind of functionality would surely be a fair bit of work for Andrew to implement, but man would it ever be perfect given what 3D Coat can already do. I honestly can't think of a better feature to add, one that would increase the value of 3D Coat immensely IMHO. What got me thinking about it was the material I made the other day. Took me several hours just to create a decent depth map from scratch in Photoshop and made me realize I really need to invest in a good texture to bump converter. An easy way to share the materials we create with other users wouldn't go amiss either. They can really add to a bland mesh that feels like something is missing. Quote Link to comment Share on other sites More sharing options...
Carlosan Posted February 25, 2013 Report Share Posted February 25, 2013 well your +1 is welcome The first step is to convert a mesh's UV-wire into paths that can be seen in Photoshop. Mantis request Export UVLayout to an SVG/EPS file http://3d-coat.com/mantis/view.php?id=814 Then using the generated path like guides, we can add Procedural textures and filters to the maps. ------------------ Substance designer dev are very clear talking how to use it http://www.allegorithmic.com/products/designer/features ------------------ And here... a Blender Phyton script to learn about http://jmsoler.free.fr/didacticiel/blender/tutor/cpl_mesh3d2uv2d.htm Quote Link to comment Share on other sites More sharing options...
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