View Full Version : Bodypaint Q's
R1PPER 11-15-2004, 09:18 PM Just spent a couple of hours with the Bodypaint demo...and after alot of woo, eee, arrrrr's i have a couple of questions.
1. Is there away to export all UV maps in to photoshop with all the chanels in a single layered doc like MAYA? (or even exporting the single UV's •but not sure if the demo supports this•)
2. Why does the displacement UV start in black i cant see the UV lines?
3. Id love it if someone could post a simple Bodypaint creature that uses various UV to see how they all work together.
Cheers guys.
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wuensch
11-15-2004, 09:47 PM
1: dont know
2:
when using the wizard to create The Dispmap, you can choose a different color.
Black might be best when using Intensity method, but i think 50% grey is best& Intensity(centered), as for bumps.
3: the different UVs work very well together (Sorry nothing I could post without getting trouble).
All you have to do is move the material tags behind the UVtag they should be represented by, so you can easily try it out in the demo with textures that use shaders and a couple of different UVs (easiest created by duplicating mesh,making a texture tag, changing projection mode & use Generate UVW coordinates in Object manager menue Texture).
Try the first texture for color, second switch on only bump, in tag: mix textures & assign a differnt UV to second tag by moving it before the tag.
R1PPER
11-15-2004, 09:59 PM
Cheers Olli...so much to learn...so little learnt...really need a full on creature project that i can coulor and bump in bodypaint....doh......bloody save free demo :cry:
wuensch
11-15-2004, 10:07 PM
you can use Meg or Otto from the Objects Library-- they are pretty good Meshes---
Olli
bobzilla
11-16-2004, 12:19 AM
When you're in BP, add a new layer on top of the ones you're working on. Select all the polies in your texture view. Select a 1 px brush. Pick an appropriate color. Go to Layer---Outline Polygons. This will stroke the polies so you can see them in Photoshop. Save all your textures as Photoshop files and you can go back and forth between PS and BP.
Be aware that BP does not support all of PS Blend Modes.
Here's a pic of one of my dino UVs.
R1PPER
11-16-2004, 08:29 AM
cheers guys...gonna have a play later...im gonna redo my creature model first...as its slightly gahhhh at the moment. im sure ill have a few questions so i might even create a WIP thread.
I also use the fill polygons command as well on a different layer,that way I import to PS,load the filled polygon selection and save it as a channel.Having a filled channel can save you quite some time when youre cleaning up your PS layers as you approach a finished map.
Cartesius
11-16-2004, 10:54 AM
I also use the fill polygons command as well on a different layer,that way I import to PS,load the filled polygon selection and save it as a channel.Having a filled channel can save you quite some time when youre cleaning up your PS layers as you approach a finished map.
That was actually pretty clever! Will have to remember that. :thumbsup:
/Anders
soapy
11-16-2004, 04:00 PM
I also use the fill polygons command as well on a different layer,that way I import to PS,load the filled polygon selection and save it as a channel.Having a filled channel can save you quite some time when youre cleaning up your PS layers as you approach a finished map.
I agree Anders, clever, especially if you have multiple model parts using one texture map. This way you can isolate them for filtering etc.
Good bunch of tips thanks guys. Hey Bob that outline polys process is kool, I havent used it yet, doh.
It took me a while to get my head around why I would want more than one uv on a texture map. But yeah, I bet it would be a good thing in certain cases, maybe getting labels straight on organic models for instance?
LucentDreams
11-16-2004, 04:44 PM
Just spent a couple of hours with the Bodypaint demo...and after alot of woo, eee, arrrrr's i have a couple of questions.
1. Is there away to export all UV maps in to photoshop with all the chanels in a single layered doc like MAYA? (or even exporting the single UV's •but not sure if the demo supports this•)
2. Why does the displacement UV start in black i cant see the UV lines?
3. Id love it if someone could post a simple Bodypaint creature that uses various UV to see how they all work together.
Cheers guys.
1)well the export UV in the image was covered already by others. In temrs of having all the channels in a single layerd Doc. Why would you want to? Cinema 4D treats each channel as it own layered doc. I can have abump map with several layers in it for instance. But my bump input wil be different from my other inputs. another advantage of this, is that cinema supports painting on multiple channels (thus multiple Images) at once, something even PS can't do yet.
First thign to note with displacement is that BP2 was designed pre R9 so its displaement works from black being 0, to white being 100 unlike most where 50% grey is 0 and black is -100 and white is 100. Most apps use the latter. Its best to paint with 50% grey to start with imo, but youwon't have accurate feedback when rendering with just BP2. I'm sure they'll update BP to support all the displacement formats the C4D R9 supports in a future update whenever one of those decides to come along.
Cheers guys :)
Black as 0 for spd maps huh Kai,ok I didnt know that.
Another trick I use is after exporting that solid BP layer to PS,is run the layer through Filter > Other > Minimum,and set about 3 - 4 pixels.Filter minimum will expand the edges of your solid layer by as many pixels as you choose in the filter itself.Once you have run the minimum filter then reload this selection and save it as a new channel,that way when you clean up later yours always 3 - 4 pixels etc over the edges of your UV edges themselves :)
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