Adaptive Meshes with Texture + Displacement

Discussion and updates on Curvy 3D Beta development.
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Simon
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Adaptive Meshes with Texture + Displacement

Post by Simon »

You can now use Adaptive Subdivision Meshes with texture, bump and and displacement maps (Curvy Maps) and everything updates as you sculpt.

Below - The cracked effect is purely texture driven, over the smooth Adaptive Mesh base.

Image

Without textures...

Image

Same base with a different material...

Image
pior
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Post by pior »

Very cool - can't wait to play with that.

I am a little bit behind when it comes to color and texture painting in Curvy. Is it possible to actually edit/paint on such a texture channel straight within the Curvy environment, in order to "paint in" small extruded 3D details on the surface of a model ?

Not unlike this :

http://www.aquafax.co.uk/images/prodimages/7-30072.jpg
Simon
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Posts: 2561
Joined: Wed Dec 01, 2004 8:13 am
Location: Kingston Upon Thames, U.K.
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Post by Simon »

Yes - absolutely. Originally painting on a live "Curvy Map" was the main way to sculpt a model in Curvy.

It's a good idea to load a grid onto your model first to check the UV maps are setup OK. Then load a blank image or Flood Fill the map. Use the first Paint Brush in the Tools Panel and you can paint directly in 3D or in the 2D viewports.

If you click on the Curvy Map you can paint on that too - just use black and white as paint colours. Smudge brush (for texture) works as well.

I might use this more as a sculpting tool again - as it lets you easily "undo/fade" a change to the model by painting in 50% grey.
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