View Full Version : 3ds max & Deep Paint 3D
Russel-Nash 03-10-2003, 03:36 PM I've got a problem. I try to paint on a model with Deep Paint 3D. The stack for the model looks like this:
UVW Mapping <-- Cylinder
Material <-- Material ID 3
Mesh Select (Arm_left)
UVW Mapping <-- Cylinder
Material <-- Material ID 2
Mesh Select (Arm_right)
UVW Mapping <-- Cylinder
Material <-- Material ID 1
Mesh Select (Body)
Editable Poly
When I now try to paint on this model with Deep Paint 3D I am only able to paint on the body and not on the arms.
What do I have to do to paint on the other parts of the model?
Greetings
Russel
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pluMmet
03-10-2003, 09:13 PM
you have to buy deepUV to use more then one map....:(, those BEATCHES at RH!
DOH!
CANIM8
03-11-2003, 03:03 PM
Hope this helps:
Within Max:
1. Make sure that you have applied uv coordinates.
2. Apply a basic texture...anything at all doesn't matter 'cause you're going to paint over it.
3. If you have the plug-in...open DP3D from within Max.
4.Say "ok" to all of the dialogue boxes that pop up with DPaint.
5. Select a brush..start painting.
canim8
Russel-Nash
03-12-2003, 12:01 PM
Thanks for the help.
Actually the tip with the Deep UV was good. I downloaded the trial version and now it works.
Unfortunately I now have a new problem. When I paint on a part of the model in Deep Paint and than update this map in max, it spreads the map over the whole model (showing only the part where the polygons are selected).
Is it possible to tell max to adjust the size of the map only to the selected polygons?
Greetings,
Russel
CANIM8
03-12-2003, 03:32 PM
1)Apply a multisubobject material to the model.
2)Assign Material Id's to the model - as many different material id's as you have maps
3)Apply UV coordinates
4)Apply maps to object
5)Deep Paint
6)say "ok" to dialogues
7)paint and export back to max when ready
canim8s
hope this helps
Russel-Nash
03-13-2003, 09:45 PM
Thanks CANIM8,
but it still does not work. The texture looks good in Deep Paint but in Max it is crap.
Here some screenshots (it’s not the actual model I am working on ;-), but its shows the same problem).
http://www.geocities.com/russel_na/images/mapping_problem.html
May be I am doing something stupid. If so, please tell me. To paint on the arms, I set the export channel to 2 or 3 in the Mapping Options dialog. Otherwise I am only able to draw on the body.
Russel
Gumboot
03-20-2003, 06:54 PM
Hi Russel,
Hmm...beats me. :shrug:
Have you asked the tech support guys at Right Hemisphere? Maybe they can help. I guess they might need a sample file though.
Their e-mail address is support@righthemisphere.com.
:beer:
CANIM8
03-21-2003, 02:12 AM
Dude...
You're including a step that's not necessary...I think that's why it isn't working for you.
First...make sure that you've applied a multisubobject material to the entire model. This is one way to do it but it's very important that you do this first.
Now...
Let's start with the arm.
1) Go to subobject and select faces.
2) Select all of the faces on the arm.
3)On the right side of your screen with the faces still selected on your arm find the "MATERIAL ID' box. Type in the number 2 and hit enter. This gives the faces you've selected the material ID of "2". The rest of your model will have a material ID of "1" but that's not important right now.
3) UV Map the arm with cylindrical mapping. MAKE SURE THE FACES ARE STILL HIGHLIGHTED IN RED.
GO TO THE MATERIALS EDITOR NOW AND SELECT THE MULTISUB MATERIAL YOU APPLIED TO THE ENTIRE MODEL.
4) You should see a default of 5-10 slots for new materials I beleive. I'm not in front of max now so I'm guessing on this but it isn't important. Anyway...
5)Click on the second slot (which represents material ID "2")
6)At this point you must, must, must, apply a bitmap...I won't include the steps because I'm assuming you know them.
7) Open Deep Paint from within Max...say ok to the dialogues and begin painting.
8) Export back to Max when ready as often as you'd like and it will update automatically in Max.
*****WARNING*****I'VE SKIPPED THE BASIC STEPS IN MAX DEALING WITH APPLYING A CHECKERED MAP FIRST TO YOUR MODEL TO CHECK AND ADJUST TILING. I'VE ALSO SKIPPED ALOT OF OTHER BASIC TEXTURING STUFF IN MAX BECAUSE I'M ASSUMING YOU ALREADY KNOW THIS. ****IF YOU APPLY THE SAME STEPS TO THE REST OF YOUR MODEL YOU SHOULDN'T HAVE A PROBLEM. IF YOU EMAIL ME LATER I MAY HAVE SOME TIME TO WALK YOU THROUGH IT ESPECIALLY IF YOU HAVE YAHOO MESSENGER OR ICQ...JUST LET ME KNOW****
Hope this helps...I know it's frustrating but stick with it and you'll figure it out.
best of luck
canim8s
JUST RETURNED FROM DISNEY HELL...SORRY FOR THE LATE RESPONSE.
Russel-Nash
03-21-2003, 07:13 AM
Thanks allot,
finally I made it. The Problem was the editable Poly. After changing to editable mesh and then applying all the modifier it works (at least on this basic model) Now I will try to do the same with my actual model.
Thanks again
Russel
:thumbsup:
VShane
03-21-2003, 07:25 AM
CANIM8...what a great guy to help you out. I dig it when people help like that rather than "get phone support" which we all know sucks like with any corperation (especially with kids at home).
:thumbsup:
WK
CANIM8
03-21-2003, 03:25 PM
Hey man....that's why we're here isn't it? To learn from eachother and offer help when needed.
Not everyone has the answers but if we help eachother out it's only going to make this community stronger and make us all better artists in the long run.
Besides....I make my living as a teacher.....that is until someone takes pity on me and hires me to make video games which is what I've always wanted to do anyway. So it's in my genetic makeup to be helpful.
And if you don't listen, it's also in my genetic makeup to give you extra homework, paddle you and humiliate you in front of the classroom, sit you in the corner with a "dunce cap" on your head and finally, call your parents in for a conference explaining to them that you have poor work/study habits. tee hee
:p
canim8
"NEVERMIND THE BOLLOCKS!"
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