One noteworthy curiosity is Ptex support. After the software took a short initial processing time, it was possible to paint the surface with relative comfort. Texture formats and resolutionģD-Coat seems to be able to work with relatively high resolution textures without a high end workstation, even a 8192 x 8192 texture was doable with enough GPU memory. Another useful paint tool is a user-definable topological symmetry mode. In addition there are other tools suited for mechanical and organic surface painting – clone, transform, copy & paste, draw splines and text. Various jitter and noise options are available. They all have different kinds of settings that can be adjusted and you can import bitmaps to use as brushes. There’s a variety of paint tools available, offering the typical set we’ve come to expect – brush, airbrush and a color changer tool. Painting on an imported high resolution mesh, UV’s were generated automatically in 3D-Coat In general, the UI for projected textures and stencils is compact and easy to use compared to ZBrush’s Spotlight. Stencils can be accessed through the "masks" panel. They have to be accessed via a menu called "materials", which seems a bit odd as there’s already another material menu for object parts in paint mode. Projected textures can be used in similar manner to Mudbox. It was the original 3D-Coat texturing method and we’re not going to focus on it in this review as it feels like it could be considered a legacy painting method. Micro vertex painting on the other hand is a custom texturing mode unique to 3D-Coat and its older versions. Per pixel painting is the “traditional” industry standard 3D paint mode, where you can import a UV mapped model and paint on it. Two painting modes exist: per pixel painting and micro vertex painting. The Paint room seems to contain a few exotic implementations at first glance. Lighting can be adjusted in a similar manner to the Voxels room, and a few different rendering modes are available (flat color, wireframe, low smooth mode). There are also other ways to select colors, all of these tools are functional and work well. The B key brings up a standard color picker with HSB and RGB controls. Pressing the spacebar gives you a neat pop-up menu where you can select all standard tools and predefined paint colors. Object parts can be hidden or locked by material, these part definitions can be imported in standard. You can import objects with multiple UV sets and create textures for each of them. Painting tools are relatively powerful, if you consider 3D-Coat is a sculpting application. On a positive note, edge selection and element / UV island selection is quick and responsive. This is not a problem if you use some common sense when working with more complex models. UV tools are pretty good for unwrapping low polygon models, but with more complex models the real-time nature of the tools starts to work against itself, since it may lead to very sluggish screen updates and UI response. Three different unwrapping methods are available, ABF++, LSCM and planar. However, they are good enough to create proper unique, non-stretching UV mapping for an object. 3D-Coat offers quite usable unwrapping tools though currently they’re not a replacement for major modeling and animation software’s unwrapping tools. It does not matter whether this mask is drawn in the 3 coat itself or was drawn in Photoshop and then imported.3D-Coat UV mapping in action, UV mapping clusters and seams marked for unwrap Upd2:I also noticed a strong difference in the quality of the normal map when painting with a mask and when painting on a layer with a depth channel. But now there is a question how to export this edited mask to 3d coat also with transparency? There is an option to use edit layers of the mask through the "synchronize layer" command, then this mask will move to Photoshop and from there it can be saved to a file Upd: I understand that you need to import a mask with transparency, then it works and you can further edit it in 3d coat. This is the first thing i did or am i doing something wrong Try this: import the mask picture to new layer, and use this layer as Paint layer mask
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