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Full Version: A Suggestion: Import Improvement
Hash, Inc. Forums > Forum Archives > A:M Forums Archive > (2007)
JadeEternity
After seeing some posts for people using ZBrush to make displacement map for AM, this idea jump into my head:

If AM can keep all the UV mapping information while importing OBJ file into AM, then that would be a bridge to link most modellers out there with AM, and saving a great deal of time to redecal. (Also, it would be even better if: when we delete some splines to reduce patch count, the decal information can still be securely kept without distortion.)

If the above cannot be done, it is ok; I still love AM, and still will keep upgrading every now and then --- although the "new features" list is so hard to find as usual, each version always come with many exciting new surprises.
Fuchur
Before I say more: There is a 3dpainting-Application called 3dPainter available for A:M which supports the native A:M fileformat.
Can be found here: www.3dpainter.com
With this application you dont need to export to any other format. It can be opend by a Plugin from A:M.

ZBrush-Displacement-Maps/Other 3d-Painter-Programms for A:M - You can do it in this way:

1.) Map your model in A:M with a dummy-texture.
2.) Export your model with the needed exporter (for example with the *.x-Exporter or the *.obj-exporter). ZBrush needs *.obj-files.
3.) Go to ZBrush or which paintingapplication you like (Bodypaint or whatever...) and edit the texture-maps.
4.) Save the textures (or overwrite the once used by A:M if the exporter made new once).
5.) Restart A:M.

You shouldnt need to re-import the geometry from ZBrush now... you just have to use the new textures on the "old" A:M-Model.
That should work quite well.

Links:
www.obsidiangames.com -> X-Exporter
-> Other Exporters like *.obj, *.lwo and *.dxf.
LINK -> Ken posted an image of a model edited by ZBrush and rendered and animated in A:M.


*Fuchur*

PS: I am not quite sure if you meant that... if not, sorry for that. The problem with importing OBJ-files to A:M is not only the patchcount but mainly the continuity which isnt there in a Poly-file.
JadeEternity
Wow, I really appreciate the prompt and informative reply.
Does this procedure apply to v12 (the witch disk)? Or does it apply to v14 only (the TWO disk)?

I think the opensource program may be exactly what I need. If AM can include the Export function into the core program it would be very close to what I had hoped. (NOTE: I am assuming that the Export program can save UV mapping information / decal information when it is exporting.)





QUOTE(Fuchur @ Oct 14 2007, 02:30 PM) *
ZBrush-Displacement-Maps for A:M - You can do it in this way:

1.) Map your model in A:M with a dummy-texture.
2.) Export your model (for example with the *.x-Exporter which is now opensource and can be found at www.obsidiangames.com).
3.) Go to ZBrush or which paintingapplication you like (Bodypaint or whatever...) and edit the texture-maps.
4.) Save the textures (or overwrite the once used by A:M if the exporter made new once).
5.) Restart A:M.

You shouldnt need to re-import the geometry from ZBrush now... you just have to use the new textures on the "old" A:M-Model.
That should work quite well.

*Fuchur*

PS: I am not quite sure if you meant that... if not, sorry for that. The problem with importing OBJ-files to A:M is not only the patchcount but mainly the continuity which isnt there in a Poly-file.

Fuchur
The procedur is applicable for almost every version of A:M which is supported by the exporter.
BUT v13 has a new export-algorithm which handles hooks and 5-pointers in a better way AND v13 has SubPixeldisplacement-Maps so A:M v13, v14 or v15 should be used to gain most of it.

The Exporter can handle textures (of course with UVs), geometry and even Animations... you should have a look into the helpfile of AMteX.

You should think about an update. It is only 99 Dollars, it supports Hash so they can make better versions and it has many cool new features like SPD-Maps, Hair-Shaders, SubSurfaceScattering, Fluids and much more!

*Fuchur*
JadeEternity
Subpixel displacement???? Consider it done !!! biggrin.gif
(I am a Hash fan since 1998... happy.gif)



QUOTE(Fuchur @ Oct 15 2007, 02:22 AM) *
The procedur is applicable for almost every version of A:M which is supported by the exporter.
BUT v13 has a new export-algorithm which handles hooks and 5-pointers in a better way AND v13 has SubPixeldisplacement-Maps so A:M v13, v14 or v15 should be used to gain most of it.

The Exporter can handle textures (of course with UVs), geometry and even Animations... you should have a look into the helpfile of AMteX.

You should think about an update. It is only 99 Dollars, it supports Hash so they can make better versions and it has many cool new features like SPD-Maps, Hair-Shaders, SubSurfaceScattering, Fluids and much more!

*Fuchur*

Fuchur
Wow... so you are longer with A:M than I am wink.gif
I am with Hash since v8.0 (AM 2000)...

*Fuchur*
JadeEternity
Well, I feel ashamed to agree, for I should be a much more skilled 3D artist given the length of time...

Just ordered the upgrade, but still clouded about the new features packed in the package.
I know there is probably a great cloth system included, as well as the sub-pixel displacement mapping.

Quoting from the whole new set of terms "SPD-Maps, Hair-Shaders, SubSurfaceScattering, Fluids and much more", I can only understand the "fluid" system (kind of like RealFlow, right?), and I think subsurface scattering is for the semi-transparent glow on the edge of fingers or ears... but SPD-maps and hair-shaders are completely new terms for me. I know v12 had a great hair system already, just hard to comb.



QUOTE(Fuchur @ Oct 15 2007, 04:11 PM) *
Wow... so you are longer with A:M than I am wink.gif
I am with Hash since v8.0 (AM 2000)...

*Fuchur*

jakerupert
>1.) Map your model in A:M with a dummy-texture.
2.) Export your model (for example with the *.x-Exporter which is now opensource and can be found at www.obsidiangames.com).
3.) Go to ZBrush or which paintingapplication you like (Bodypaint or whatever...) and edit the texture-maps.
4.) Save the textures (or overwrite the once used by A:M if the exporter made new once).
5.) Restart A:M.

<Hi Fuchur,

I spoke to another expert about this issue and got some slightly different information.

-First, if you export with the x-Exporter you would still have to convert to obj since Z-brush can only handle obj-fle format.
So its one step more and it leaves to be tested, if the direct obj-export from hash wouldn`t give better results ( mainly in respect of UV-coordinates
of fivepointers and hooks.

-second, if you use the displacement mapping in Z-brush for very strong deformations which is the main advantage of Z-brush for getting very complex modells easily by sculpting them out of simple meshes, this would also alter the underlying geometrie by moving the polygon-cp`s , so you would have to reimport the whole modell back into AM, not just the textures to get the desired results.
But this would also be no problem with the Hash obj-Importer.

Please correct me, if I am wrong.

;>) Jake
Fuchur
I think SPD-Maps arent that new to you wink.gif
It is only the short for SubPixelDisplacement-Maps.

HairShaders are applied above of the Hair which is the same like in v11.0 (with some optimisation of course).
They just make the hair look more hairlike...

SSS is like you already stated the wax-like look of an object. Light doesn't stop at the surface, it goes further down. So your skin is slightly light-transmassive even if the power of the light will weaken very fast.
Because of this, many models before SSS look a bit like plastique. With SSS you get a softer look.

And sorry... yes you have to use the OBJ-Exporter if you dont have an object-converter...
As far as I know you will run into trouble if you try to reimport Poly-models into A:M.
Polygons have no Continuity-informations and you will run into creases there if you dont use the model as a prop.

*Fuchur*
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