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Hash, Inc. Forums > Technical Direction and Development (Learning Animation:Master) > A:M Rendering, Compositing and Special Effects > Materials Laboratory > Texturing
ludo_si
Here is an use of 3dcoat for Animation Master.
It is as it that I work with voxel
nimblepix
Interesting.
But, I'm not getting what the advantage would be.
Wouldn't it be faster just to do it in A.M.?
jason1025
Shows promise.
higginsdj
Might need to see all his parts to see where he is going with it. If it is just about modelling then I agree, it's quicker to do it in AM.

Cheers
ludo_si
QUOTE(higginsdj @ Feb 14 2010, 07:55 PM) *
Might need to see all his parts to see where he is going with it. If it is just about modelling then I agree, it's quicker to do it in AM.

Cheers

Yes, it is very quick for modeling. 3dcoat is a modeler texturer software. Furthermore in the tuto 2è, I am how going to show recover maps diffuste, normal, bump and spécular. To finish texture becomes a footbridge enters 3dcoat and Animation Master.


jason1025
QUOTE(ludo_si @ Feb 14 2010, 10:21 PM) *
QUOTE(higginsdj @ Feb 14 2010, 07:55 PM) *
Might need to see all his parts to see where he is going with it. If it is just about modelling then I agree, it's quicker to do it in AM.

Cheers

Yes, it is very quick for modeling. 3dcoat is a modeler texturer software. Furthermore in the tuto 2è, I am how going to show recover maps diffuste, normal, bump and spécular. To finish texture becomes a footbridge enters 3dcoat and Animation Master.



Are you saying that after you import the model into AM and fix the splines then you add the decal and normal map to help get the model to more accurately represent the origional from your program?

By the way could you increase the resolution of the tutorial? I cant read the text.

Folks this could be the holy grail we have been looking for.
jakerupert
>import the model into AM and fix the splines

<would`t you loose the uv coordinates by doing this?
ludo_si
QUOTE(jakerupert @ Feb 14 2010, 11:19 PM) *
>import the model into AM and fix the splines

<would`t you loose the uv coordinates by doing this?


to go on on subject, here is an import of an object AM in 3dcoat that I work voxel there. I recover the maps which become a bridge between two sofwares

Import and sculpt
jason1025
How much?
John Bigboote
QUOTE(jason1025 @ Feb 15 2010, 01:32 PM) *
How much?


Looks like $235.
ptiversen
It looks like Full Professional Win - 285$

and if you want both Win&Mac - 325$
ludo_si
QUOTE(ptiversen @ Feb 15 2010, 05:40 PM) *
It looks like Full Professional Win - 285$

and if you want both Win&Mac - 325$


Yes it is a little expensive.
It's possible to sculpt with blender too. It's free but I also search a workflow check
Fuchur
235 if you use the trial before or something like that... there is a discount.

*Fuchur*
jakerupert
if I understand this correctly, this is just a quite expensive method for creating displacementmaps for AM.

Guess AM paint would be the better bargain for this purpose.

Also acording to my xpirience with the other app. "...brush" its not possible to reimport these maps, when you have hooks and fivepointers.
jason1025
It looks like zbrush to me. Thats been the missing link for us here in AM world.AM paint cant do this or atleast show us the displacement in real time as we sculpt like Zbrush. Have you seen the work with Zbrush? its incredible and the results can not easily be achieved with AM.

I will gladly pay for this ap but I have three requirements.

1. It has to be functional not just a novelty.
2. It has to have thorough high resolution tutorials.
3. It needs to be functional with Am
ludo_si
QUOTE(jakerupert @ Feb 15 2010, 11:08 PM) *
if I understand this correctly, this is just a quite expensive method for creating displacementmaps for AM.

Guess AM paint would be the better bargain for this purpose.

Also acording to my xpirience with the other app. "...brush" its not possible to reimport these maps, when you have hooks and fivepointers.

No, in no way, AM paint does not make sculpture.
He either does not allow to see the displacement mapping and the bump mapping either.
It is not comparable in fact of the whole.
3dcoat am comparable in zbrush.
That's true that it is a bit expensive but it am especially very useful.
However, they can make of the sculpture with one others software package than 3dcoat. I speak about it because I have it;)
ludo_si
it is a tutorial to use 3dcoat with Animation Master.
Quick and easy.


Rodney
While the initial setup (fixing vertexs etc.) seems a bit rough it sure looks like you've got the workflow down there toward the end.
Color me intriqued. As you suggest you should be able to do similar transfer with programs such as Zbrush if willing to put in the time and have the patience.

Most importantly is that if you like the workflow it should serve you well.
Fuchur
Seems to me like an easy and good workflow. Nice one!

*Fuchur*
ludo_si
QUOTE(Rodney @ Feb 21 2010, 05:52 AM) *
While the initial setup (fixing vertexs etc.) seems a bit rough it sure looks like you've got the workflow down there toward the end.
Color me intriqued. As you suggest you should be able to do similar transfer with programs such as Zbrush if willing to put in the time and have the patience.

Most importantly is that if you like the workflow it should serve you well.



the same workflow but with blender for baking. it is more efficient in 3dcoat but it works
ludo_si
i can work now with voxel in 3dcoat as well in sculpting as Mudbox!
ludo_si
hello, here is a dEmo of some minutes which shows how me parts of anything in 3dcoat until the returning in Animation Master.

It is just a head, but it shows that the whole works with simplicity.

They can see the sculpture, the retopo, import in AM, and the bridge between there two softs via texture.

jason1025
That is very cool.
ludo_si
QUOTE(jason1025 @ Feb 28 2010, 07:39 PM) *
That is very cool.

I think that the sculpture in 3d is very important and it is definitely to be able to use a software which definitely knows how to make it.
Furthermore it is not very complicated;)))
jason1025
I just downloaded the demo. I will most likely purchase this software. Is there any chance I can count on you for some info on the workflow in regards to exporting and importing from AM?
jakerupert
just looked at your fantastic modeling video

http://www.3dgratien.com/galen.html

Do you mean to say, you can animate that model in AM?

Great music by the way. Is this Max Rabe?
ludo_si
QUOTE(jakerupert @ Mar 2 2010, 12:55 AM) *
just looked at your fantastic modeling video

http://www.3dgratien.com/galen.html

Do you mean to say, you can animate that model in AM?

Great music by the way. Is this Max Rabe?

Yes it is Max Rabe.
Yes, i can use 3dcoat for modeling and texturing and animate in AM.
But it work with all modeler.
ludo_si
QUOTE(jason1025 @ Mar 1 2010, 01:22 PM) *
I just downloaded the demo. I will most likely purchase this software. Is there any chance I can count on you for some info on the workflow in regards to exporting and importing from AM?

Yes of course.
with voxel,retopology, it's easy to work with Animation Master.
TNT
Been looking at the web site.
Looks really interesting.
I see the retopology use.
Is there a reasonable way to use the UV mapping and painting back into AM?
ludo_si
QUOTE(TNT @ Mar 2 2010, 06:25 PM) *
Been looking at the web site.
Looks really interesting.
I see the retopology use.
Is there a reasonable way to use the UV mapping and painting back into AM?


the uv mapping is a work in Animation Master.
i Use baking fore a quick work.

When i import the obj in 3dcoat, it use uvmapping of animation master and i can bake all the texture (diffuse, spec, displace or normal bump and AO)
it is easy too to make all the decals
digman
Here is another way of using 3dCoat with animation master if you have 3Dpainter installed on your system for AM.
1. After you complete your model in AM,use 3Dpainter to make the tiled uv map.
2. Export the mdl model as 4 polygons per patch obj.
3. In 3Dcoat there are several ways to work on obj files.
A. merge as a voxel model and do further detail work on you model, plus once you are done then you can paint texture,create normal,displacement maps etc.
B. import as per-pixel model for texture painting and spec maps ( if you use this method export obj with 16 polygons per patch).
C. import as a micro-vertex model for adding details, normal maps, spec maps and displacement maps.
4. Next export your texture,normal, spec and any displacement maps.
5. Simply apply these maps to your AM mdl model,since it has the same uv cordinaties as the obj file they will match up pefectly.
That is a way of not having to fixed splines on an imported obj file.

Both ways work great and really does enchance the textures and normal map work plus you get great displacement maps for static renderings without having to use the flatten techique in AM.
Hopefully I can make a video tutorial soon...

Edit: If you are experienced using the flatten techique in AM, by all means you can use flattened uv map too plus that way you do not need 3dpainter...
jason1025
QUOTE(digman @ Mar 14 2010, 08:26 AM) *
Here is another way of using 3dCoat with animation master if you have 3Dpainter installed on your system for AM.
1. After you complete your model in AM,use 3Dpainter to make the tiled uv map.
2. Export the mdl model as 4 polygons per patch obj.
3. In 3Dcoat there are several ways to work on obj files.
A. merge as a voxel model and do further detail work on you model, plus once you are done then you can paint texture,create normal,displacement maps etc.
B. import as per-pixel model for texture painting and spec maps ( if you use this method export obj with 16 polygons per patch).
C. import as a micro-vertex model for adding details, normal maps, spec maps and displacement maps.
4. Next export your texture,normal, spec and any displacement maps.
5. Simply apply these maps to your AM mdl model,since it has the same uv cordinaties as the obj file they will match up pefectly.
That is a way of not having to fixed splines on an imported obj file.

Both ways work great and really does enchance the textures and normal map work plus you get great displacement maps for static renderings without having to use the flatten techique in AM.
Hopefully I can make a video tutorial soon...

Edit: If you are experienced using the flatten techique in AM, by all means you can use flattened uv map too plus that way you do not need 3dpainter...



Please make a video tutorial of these methods. If you do I will send you the Anzovin tutorials.
digman
Jason, Hopefully I can get get to producing a few this week...
jason1025
QUOTE(digman @ Mar 15 2010, 05:10 AM) *
Jason, Hopefully I can get get to producing a few this week...



Thanks

I actually want to pay you/ give you a monetary gift for them as well. You can still donate them to the community. I will send $100.00 your way.

Please make the video tutorials as detailed as possible showing and explaining the pros and cons of each method. Although I am not expecting you to teach the ins and outs to 3d coat, the more step by step information with and example model round triping from AM>Painter>3Dcoat back to Am in a real world moderate example the better.

Before I purchase this 3dcoat software I want to see if like Zbrush and mudbox it truly can give us AM users the 3D sculpting tools we have been lacking in AM land.
TNT
QUOTE(jason1025 @ Feb 16 2010, 05:39 AM) *
It looks like zbrush to me. Thats been the missing link for us here in AM world.AM paint cant do this or atleast show us the displacement in real time as we sculpt like Zbrush. Have you seen the work with Zbrush? its incredible and the results can not easily be achieved with AM.

I will gladly pay for this ap but I have three requirements.

1. It has to be functional not just a novelty.
2. It has to have thorough high resolution tutorials.
3. It needs to be functional with Am


Type 3DCoat in a browser and take a look.
I've been browsing myself and it looks like it could be a good tool to use with AM to me.
jason1025
It looks like a good tool but, I want to see an informative example of easily exporting a model of AM manipulating that model in 3Dcoat in a way AM could not easily do and then round triping it back into am and rendering.
digman
Jason, you can hold on to the 100 dollars but thanks anyway. The Anzovin tutorials sound interesting though. Once the tutorial/ tutorials are done if you think it is an even exchange then by all means the Anzovin tutorials sound good...
I can tell you that 3DCoat works quite well to get art assets back to AM. Zbrush, Mudbox and 3DCoat all have their strengths and weaknesses as in all software so in the end as you stated you will have to choose which fits your needs the best...
jason1025
QUOTE(digman @ Mar 15 2010, 05:02 PM) *
Jason, you can hold on to the 100 dollars but thanks anyway. The Anzovin tutorials sound interesting though. Once the tutorial/ tutorials are done if you think it is an even exchange then by all means the Anzovin tutorials sound good...
I can tell you that 3DCoat works quite well to get art assets back to AM. Zbrush, Mudbox and 3DCoat all have their strengths and weaknesses as in all software so in the end as you stated you will have to choose which fits your needs the best...


Ok Thanks. I will get all the tutorials to you just email me your address. Also are you saying that Zbrush and mudbox can be used with AM as well? I thought it was just 3Dcoat?
jakerupert
Dont forget , that displacement maps, one of the main base of the polysculpting tools,
are not necessarily all usable for chara animation in AM.


So that would be yet another bottleneck in that workflow.

But maybe Fuchur could solve that for the future....
jason1025
Displacement maps don't work well when you animate the character in AM?
jakerupert
See the "Dinosaur spikes" thread for instance.....
jason1025
QUOTE(jakerupert @ Mar 16 2010, 02:28 AM) *
See the "Dinosaur spikes" thread for instance.....



cant find the thread.
jakerupert
Here you go:



http://www.hash.com/forums/index.php?showtopic=37420&hl=


digman
Jason, I know Zbrush and Mudbox should work though you would have to learn how to best export your normal, diffuse maps etc, from that program for AM. I use 3DCoat as it works straight out of the box. I really do not have to change any settings to get the Tangent normal( the ones that work with animation), diffuse, displacement maps to work in AM. I have an older version of Zbrush so I might give it a try to see how it works...

I should have a tutorial up by this weekend sometime...
Fuchur
QUOTE(jakerupert @ Mar 15 2010, 10:46 PM) *
Dont forget , that displacement maps, one of the main base of the polysculpting tools,
are not necessarily all usable for chara animation in AM.


So that would be yet another bottleneck in that workflow.

But maybe Fuchur could solve that for the future....


Hi Jake,

I think you are talking about Steffen here.
I dont have access to the A:M Code and if would not be able to understand it totally. (for now, so I try to become better everyday.)

See you
*Fuchur*
jakerupert
>Hi Jake,

I think you are talking about Steffen here.
I dont have access to the A:M Code and if would not be able to understand it totally. (for now, so I try to become better everyday.)

See you
*Fuchur*

<ÄÄhh sorry.. sure , yes , I mixed it up for sure, excuse me.
jason1025
QUOTE(digman @ Mar 16 2010, 09:44 AM) *
Jason, I know Zbrush and Mudbox should work though you would have to learn how to best export your normal, diffuse maps etc, from that program for AM. I use 3DCoat as it works straight out of the box. I really do not have to change any settings to get the Tangent normal( the ones that work with animation), diffuse, displacement maps to work in AM. I have an older version of Zbrush so I might give it a try to see how it works...

I should have a tutorial up by this weekend sometime...



Great thanks
T-Dogg
I have been playing around with the demo of 3dcoat, and I am having no luck.

First I imported a model from A:M into paint and I was able to make a texture and export it back into A:M just fine.

My problems occur when I try to sculpt. I import the OBJ made in A:M just fine. I go into the Voxel room and press enter to merge it into the scene. I sculpt it. Then I try exporting the textures, but they didn't come out right in A:M. So then I tried quadrangulating the voxel mesh and exporting the textures, but still no luck. I have a feeling I am just missing some simple setting somewhere.

Could someone please explain what settings to use to get the textures from 3dCoat back into AM. I would really appreciate it!
jason1025
This is always my complaint. I would purchase 3d sculpt in a heart beat if there was a english video tutorial illustrating the round trip process. I could not get it to work either.
Fuchur
QUOTE(jason1025 @ May 14 2010, 03:42 PM) *
This is always my complaint. I would purchase 3d sculpt in a heart beat if there was a english video tutorial illustrating the round trip process. I could not get it to work either.


If you ask me, the nature of 3d is to try the stuff by yourself... yes it is nice that there are videotutorials, but they only describe workflows which already have been found, not the one that will make it even better.
To do really unique stuff, you have to work yourself through this kind of stuff...

A bit of trial and error and you will be better than before.
*Fuchur*
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