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ludo_si

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Posts posted by ludo_si

  1. Retopology is good with the possibility of a bake of texture.

    This allow to use sculpted objects in AM to create characters and textures.

    Of course unwrap would be great too.

     

    It is clear that it is not easy to work with software like zbrush and 3dcoat when using AM.

    Because there is no possibility to bake a texture from a props.

     

    Xnormal is a software to do this but it's not AM. With the same option we can do all we want in AM.

     

    Stop with export and bad UV. That doesn't work. Just retopo and bake :lol:

  2. Hello.

     

    3d coat est une bonne solution pour texturer.

    3DCoat is a good sollution for texturing.

     

    I use it every day to sculpt, bake ao, emissive, spec details, etc.

     

    To use it you have to bake surface and export to obj with triangle.

    Make good uv maps on a very complicated subject is difficult and time in AM.

    Bake surface is the more easy. But there is a big problem with rendering.

    The rest is perfect.

     

     

    The biggest problem is rendering the texture bump, bump and normal map legacy.

     

    here a link to an old post that explains the problem with pictures.

    It's just a problem with bump mapping combined and bake surface.

     

    Without this problem using 3dcoat with AM is paradise.

     

    http://www.hash.com/forums/index.php?showt...757&hl=bump

  3. For painting:

    3dcoat is a real photoshop for 3d model. With layers with blending option ( ad, light etc... as toshop). Its really great and important to paint a model 3d easily.

     

    We can paint bump and displacement mapping and The intensity of the bump in layers is adjustable.

     

    All the brushes are adjustable ( à la photoshop too)

     

    We can word on specular map, emision. We can have and ambiant occlusion map too.

    It's in reatime and we can move the light to have a good idea of the work.

     

    Very important is to work with symetry. Projection painting

     

    With voxel, we work from nothing. And it's great to create props for AM, of base to do retopology in AM.

     

    The great feature of V4 is to be able to paint on a voxel model and to bake it. It vertex color paint.

     

    It possible to sculp an AM model with voxel too via the import option. The model is imported as a cloud of point and we can play with all tools in 3dcoat.

     

    Sculpt is now as important as lighting in 3d. To be able to work on an AM model is fantastic.

     

    3dpaint and 3d coat are so different.

    With 3dpainter sculpt is too much difficult. You have to test the texture to see what it do. In 3dcoat it's in realtime.

     

    An other detail. With 3dcoat, i's easy to create all tiled texture.

     

    I have 3dpaint and 3dcoat both.

  4. yes, 3dcoat is a great partner for AM.

     

    A great avantage is to create a model from nothing, via voxel.

    Retopology in AM easily.

    Export for painting and detail in 3dcoat and get all the textures.

     

    With the bake texture from AM, it is a very great workflow.

     

    Of course, the problem with the rendering with bum need a solution.

  5. Here rendering after texturing in 3dcoat. if the methode work to use painting application. there is a great problem with bump, displacement and normal map.

    Iif there was no fault with the rendering would bump this lol happiness because it works really well.

    malotobjet0.jpg

    malotobjetdisp0.jpg

    malotobjetnormalmap0.jpg

  6. Hi Ludo ...

     

    Can I ask you to do a test with this model, if it is not abused (thank you in advance).

     

    I have not 3Dcoat and would like to see if the result is better than the triangles that I have when I go through Sculptris and xNormal:

    normalmap.gif

     

    Yes of course

  7. Hi Ludo!

     

    I do not know if it is the act of creating textures from perpixel option, but your model does not appear to have any trace meshes and triangular patches problem rendering.

     

    the bump's problem is solved through this way?

    Did you encounter any problems about triangles (diplacement)?

     

    Per pixel simulate perfectly displacement. And the bake is a picture in white and black. easily usable in AM.

    with this the is never problems with triangle.

     

    It is very quick to use too.

  8. Hi Ludo!

     

    I do not know if it is the act of creating textures from perpixel option, but your model does not appear to have any trace meshes and triangular patches problem rendering.

     

    the bump's problem is solved through this way?

    Did you encounter any problems about triangles (diplacement)?

     

    Nice model.

    bump maping the problem is masked by colors. we see the softer contrast.

    the bump problem is not solved.

     

    This is also why it would be nice to have a bump impeccable. We often talk about the problem with other software 3d. mainly for the sculpt is the bake texture.

    The problem no longer exists.

    could we enjoy a bake normal, ambient occlusion, Emision light and even global illumination. With the fast rendering of AM.

    Not to mention the displacement mapping which is so effective in AM.

    While more animated.

  9. Sorry, seems i a mixing up things.

     

    Thought you could bake a normal or displacementmap in the sculpting app or x-normal

    and then simply exchange the uv-ed decal on the A:M model?

    The ideal would be to make a bake of texture of an object imported in AMN! But this function does not exist yet. To recover normal the map, displacement and color without to play with export obj.

  10. You can texture in the other app, but sculpting and changing the mesh... then you'd have to import the resulting polygon model.

     

    ludo si's technique is for painting mostly.

     

    You can of course use retoplogy (in 3d coat and / or A:M, while 3d coat has very advanced retopology features they are still no splines)

    The workflow would be to model a base-figure in A:M, advance it in 3DC reimport it to A:M to retopology it and than paint it with this method shown here.

     

    See you

    *Fuchur*

    Yes, and voxel is perfect to do model before retopology in AM without use polygones

  11. In AM, i have juste to use de texture. They are saved with the obj.

    I do nothing with the obj from 3dcoat. It's just an option.

    The more interessant is that 3dcoat can be used with AM without difficulty ;))

     

    That is very cool!

    Yes, the texturing with other software is always a problem.

    And there is a solution to do it easily.

     

    This can be used with bodypaint of blender too.

    All the software with a per pixel system to texturing can work with AM. ;)))

  12. What you imported back into A:M is an OBJ with triangles? I'm surprised that works!

     

    Or are you still using the original A:M spline model with the new maps from 3D coat?

    first i create a moder in AM and i bake the texture to have good uv for export in obj 16* with triangle.

    I import in 3dcoat with per pixel to paint.

    The model has the same form in 3dcoat.

    After, when it's finished, i export from 3dcoat the texture (the export is an obj export)

     

    In AM, i have juste to use de texture. They are saved with the obj.

    I do nothing with the obj from 3dcoat. It's just an option.

    The more interessant is that 3dcoat can be used with AM without difficulty ;))

  13. Here is the explanation for texturing a model AM in 3dcoat.

    1. Create your model

    2. Use bake texture to save uv without difficulty.

    3. export obj 16* with triangle.

    4. Import your model in 3dcoat (option perpixel)

    5. texture your model with symetry, bump, specular, emission, ambiant occlusion etc...

    6. Export your model in obj to. All the textures are saved.

    7. Import in AM. and decal replaces by new images.

    8. It work and it's easy.

    1_creer_le_mod_le.JPG

    requin_bake.JPG

    import_3dcoat.JPG

    play_with_bump.JPG

    textur_it.JPG

    import_dans_am.JPG

    rendering.JPG

  14. Why is baking with tiles better than a continuous decal?

    It's very important. With this you can use al software painting and sculpting. Because uv is not a problem, you can use paint per pixel in 3dcoat, 3d painter, and why not blender to do sclupt.

    But baking and rendering should be correct. With thi we can work with all texture software.

     

    That would open up great possibilities indeed!

    Seems your many researches could lead to some practical use finally.

     

    How about the hooks then.

    Is it the same like with fivepointers?

    Sometimes and on some 4 point tatch. Often near a 5 point patch

  15. Why is baking with tiles better than a continuous decal?

    It's very important. With this you can use al software painting and sculpting. Because uv is not a problem, you can use paint per pixel in 3dcoat, 3d painter, and why not blender to do sclupt.

    But baking and rendering should be correct. With thi we can work with all texture software.

     

    That would open up great possibilities indeed!

    Seems your many researches could lead to some practical use finally.

     

    How about the hooks then.

    Is it the same like with fivepointers?

    It is important. Yes, this yourself and it would be possible to use all the softs sculptures because uv are more no problem. I already did the test and it works very well provided you have a very good rendering for the bump.

    It work perfectly with color etc. I can do a example

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