A PD Artist plus Curvy 2.0 Question
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A PD Artist plus Curvy 2.0 Question
A couple actually
One, sending bump to PD. If I only want a certain part of the model to be bumped with a texture from PD, how do I define that on the bump before sending it waffle without making a bump edit to the model?
I was hoping to color in the specific area in base color and then mixing base and bump so I could see where that part was on the bump but no such luck.
Also, for PD enthusiasts, is there anyway to change cross hair color? As it is grey and my bump is grey, the cross hair gets lost when placed over the bump to paint.
One, sending bump to PD. If I only want a certain part of the model to be bumped with a texture from PD, how do I define that on the bump before sending it waffle without making a bump edit to the model?
I was hoping to color in the specific area in base color and then mixing base and bump so I could see where that part was on the bump but no such luck.
Also, for PD enthusiasts, is there anyway to change cross hair color? As it is grey and my bump is grey, the cross hair gets lost when placed over the bump to paint.
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I usually paint everything on the diffuse colour texture first so I can see where it is easily, then move it onto bump later - you can even use the same texture on colour and bump (or colour and curvy) too. Then if you swap it into PD and add details, when you come back to Curvy just select the bump texture in Object Properties before doing the swap back.
Also, you can swap between different textures on a model by holding down the mouse over the little texture image thumbnails and dragging to a different image. This way you can work on the colour a bit - then swap to a new texture to paint a mask for your bumps, before swapping back to the original colours again.
You can make bumpmaps in reds, yellows or oranges too - it only uses the Red value to create the bump.
It is an interesting area - might be good for a tutorial!
Also, you can swap between different textures on a model by holding down the mouse over the little texture image thumbnails and dragging to a different image. This way you can work on the colour a bit - then swap to a new texture to paint a mask for your bumps, before swapping back to the original colours again.
You can make bumpmaps in reds, yellows or oranges too - it only uses the Red value to create the bump.
It is an interesting area - might be good for a tutorial!
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Ah, I see. So if I have a creature and want it's eyes a different bump from the rest of it, I can paint the eyes yellow, with bump selected, to define them on the bump (without affecting bump) so that I can work around them in waffle.
Also, if I understand what you're saying 'Base' can be chosen as 'Bump.'
Base would definitely be easier to see in Waffle. =D
Also, if I understand what you're saying 'Base' can be chosen as 'Bump.'
Base would definitely be easier to see in Waffle. =D
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- Posts: 44
- Joined: Mon Jul 05, 2010 1:28 pm
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- Posts: 44
- Joined: Mon Jul 05, 2010 1:28 pm
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- Posts: 44
- Joined: Mon Jul 05, 2010 1:28 pm
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- C.E.O.
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- Joined: Wed Dec 01, 2004 8:13 am
- Location: Kingston Upon Thames, U.K.
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If you use mesh tools (warp, smooth, merge etc) the Curvy object turnes from being built on Curves to being built out of mesh. And meshes can't make easy resolution changes. It is a fair point that this should be represented by the resolution slider being greyed out or replaced by the text "mesh" to make that clear.
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- Posts: 44
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- C.E.O.
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I love the precision you can describe with a single line, that would take loads of "sculpting" to match. I think there is a lot of potential in this area that is barely touched at the moment - sculptris is a clear example that there are still cool new features waiting to be developed so I keep experimenting with new ideas for tools.
My dream is to make sculpting as easy as sketching an object from a few angles. For rigid shapes Sketch-Up does a good job, but for organic shapes there is a lot of room for improvement, although it is often tricky to see beyond the cool stuff popping out of ZBrush etc.
Curvy only has 3 primitives at the moment, that is one area I could easily make some improvements to make some more drawn shapes possible. Mixing sketch tools back into the mesh end of Curvy modelling is also interesting - perhaps a curve driven deform, or better surface selection.
Anyways it is fun to be working in a different direction to the rest of the 3D apps.
My dream is to make sculpting as easy as sketching an object from a few angles. For rigid shapes Sketch-Up does a good job, but for organic shapes there is a lot of room for improvement, although it is often tricky to see beyond the cool stuff popping out of ZBrush etc.
Curvy only has 3 primitives at the moment, that is one area I could easily make some improvements to make some more drawn shapes possible. Mixing sketch tools back into the mesh end of Curvy modelling is also interesting - perhaps a curve driven deform, or better surface selection.
Anyways it is fun to be working in a different direction to the rest of the 3D apps.
I just had an idea. It's a bit of a cheap way of adding more primitives but you could offer a submenu that has preset's that call on scripts. Say, have a feature that would automatically/dynamically add a recorded script you just recorded, into the menu for ease of accessibility. You could theoretically pop out a rough figure with just a few clicks. Each time you add a "part", it puts it on its on layer. Perhaps have a GUI that shows a snapshot of the "part" you want to add. Instead of digging through the open dialog with names.
C is missing : Scream's pain of Clicking dost my Keyboard a Thinkin'. I need a new Laptop.