Help - Search - Members - Calendar
Full Version: Using Blender for sculpting and decals with A:M
Hash, Inc. Forums > Technical Direction and Development (Learning Animation:Master) > A:M Rendering, Compositing and Special Effects > Materials Laboratory > Texturing
ludo_si
it is very easy to sculpt or to paint a décals in blender. They can save picture and apply it to a modelling of animation master.
This can return service of.
Here is a video example

To make of the bump mapping or the displacement mapping, it is more visual.

steve392
Looks interesting ,wish I could speak the language
ludo_si
QUOTE(steve392 @ Jan 24 2010, 10:25 AM) *
Looks interesting ,wish I could speak the language

unfortunately, I speak very badly English. But I hope that video is comprehensible;)
steve392
laugh.gif Your English is 100% better than my French lol
HomeSlice
QUOTE(ludo_si @ Jan 24 2010, 10:29 AM) *
QUOTE(steve392 @ Jan 24 2010, 10:25 AM) *
Looks interesting ,wish I could speak the language

unfortunately, I speak very badly English. But I hope that video is comprehensible;)

QUOTE
Your English is 100% better than my French!


Esta no Problemo! Just speak la Eurolingo! It is all the rage smile.gif
http://www.youtube.com/watch?v=r4Jo8Pyrzm8
higginsdj
As a Blender user I could follow along with what was being done. OK, it's a more tactile way of creating a bump or displacement map on standard objects (plain/box/sphere etc) than by simply painting one with a paint program but for detailed work it doesn't beat something like AM Paint.

I imagine that one could export ones AM model say as an OBJ. Import it into Blender (repairing any hooks and 5 point patches along the way), do one's sculpting, generate the map but then how does one ensure the map co-ordinates from Blender match those of AM when one tries to apply the blender map to the model in AM? My 2 cents worth - I think its probably more trouble than it is really worth.....

Cheers
Fuchur
QUOTE(higginsdj @ Jan 24 2010, 02:56 PM) *
As a Blender user I could follow along with what was being done. OK, it's a more tactile way of creating a bump or displacement map on standard objects (plain/box/sphere etc) than by simply painting one with a paint program but for detailed work it doesn't beat something like AM Paint.

I imagine that one could export ones AM model say as an OBJ. Import it into Blender (repairing any hooks and 5 point patches along the way), do one's sculpting, generate the map but then how does one ensure the map co-ordinates from Blender match those of AM when one tries to apply the blender map to the model in AM? My 2 cents worth - I think its probably more trouble than it is really worth.....

Cheers


UV cordinates are exported as well with OBJ-export if I am not wrong, so the map painted in another programm should still work. In the end, A:M Paint doesnt do anything different but with the native model.

*Fuchur*
ludo_si
it is just a solution for décals. It is easier to texturer a whole figure with AMPAINT.

But to sculpt or make of the bump, have a visual solution is really easier.

I use this smartness only for definite details.
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please click here.
Invision Power Board © 2001-2012 Invision Power Services, Inc.