Claymod public beta now available
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this is fun! being artisticly challenged, I think i'd struggle to make something from scratch.. so I turned your demo-head into a boxer instead
some quirks to report.. when painting, and the brush is under a certain size it misses some vertexes (when you paint over the centre of a triangle and not a vertex?). also, when i load an obj file in, it appears bright white until i touch it with any tool, then it goes very dark and i can't change the colours.
I love the tool, very easy to use.. with more practice maybe i'll make something
some quirks to report.. when painting, and the brush is under a certain size it misses some vertexes (when you paint over the centre of a triangle and not a vertex?). also, when i load an obj file in, it appears bright white until i touch it with any tool, then it goes very dark and i can't change the colours.
I love the tool, very easy to use.. with more practice maybe i'll make something
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- Posts: 275
- Joined: Fri May 12, 2006 6:37 pm
- Location: Germany
WOAO genius work!! I realy love it. I like it much more than Zbrush...
a few sugestions for usefull featurs:
wirefame view
Flatshaded Wireframe
a previebox for the brushcolor
(dunno if its allready done, don have a obj here at this PC) an obj loader,
and an obj exporter
and if you realy want to make it commerziel one time, you should make it possible to youse bw imags for brushe intensety... maybre fallof etc..
but i would defently buy this tool for up to 50$ I think..
Once more impressive, especialy, thats uimposible to push a tri through another!!
TGM
a few sugestions for usefull featurs:
wirefame view
Flatshaded Wireframe
a previebox for the brushcolor
(dunno if its allready done, don have a obj here at this PC) an obj loader,
and an obj exporter
and if you realy want to make it commerziel one time, you should make it possible to youse bw imags for brushe intensety... maybre fallof etc..
but i would defently buy this tool for up to 50$ I think..
Once more impressive, especialy, thats uimposible to push a tri through another!!
TGM
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Cool, glad you guys are enjoying it. Thanks for the suggestions. I haven't really hit a limit on how many triangles it can do, but I think the most I've done is around 250,000 triangles. It should be able to handle up to 2 billion theoretically (limited by your memory of course).
It is possible to push triangles through each other but in most cases it doesn't happen. Using the inflate brush you can make it happen (same thing happens in Z-Brush though). The smooth brush can heal things once it gets messed up though..
-Dave
It is possible to push triangles through each other but in most cases it doesn't happen. Using the inflate brush you can make it happen (same thing happens in Z-Brush though). The smooth brush can heal things once it gets messed up though..
-Dave
Some more features:
A symmetric modeling function would be nice. When making a face for instance, every change you make one one side of the face is immediately duplicated on the other side. You would need to define a 3d-plane for this to work.
Maybe you can allow an arbitrary number of symmetry planes to be defined.
A color-picker (from the model) might also be useful.
A symmetric modeling function would be nice. When making a face for instance, every change you make one one side of the face is immediately duplicated on the other side. You would need to define a 3d-plane for this to work.
Maybe you can allow an arbitrary number of symmetry planes to be defined.
A color-picker (from the model) might also be useful.
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etcaptor: No, I haven't solved that yet. Hopefully someone will add support for some mesh formats/scene nodes that support bones and tangents. I think this is a really important feature. For now, you can use the tool to make static objects. I also can add a feature to 'bake' the lighting into the diffuse texture, then you can use it in irrlicht without normal mapping.
Chromdragon: thanks, I will add your color picker in the next version.
Chromdragon: thanks, I will add your color picker in the next version.
Thanks for reply,
I just made some tests with normal mapping and not animated .x models and found that when normal/paralax/ map is used engine stops supporting of smoth and character looks badly then with using of diffuse mapping. In this case will avoid using of normal map for charecters.
I just made some tests with normal mapping and not animated .x models and found that when normal/paralax/ map is used engine stops supporting of smoth and character looks badly then with using of diffuse mapping. In this case will avoid using of normal map for charecters.
This method sounds like issue for these problems. I will waiting for some screenshots.I also can add a feature to 'bake' the lighting into the diffuse texture, then you can use it in irrlicht without normal mapping.
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This is a known issue. The normals are recalculated along with the tangents such that smoothed normals are lost. Unfortunately no one found a final working solution, yet. Or better, no one implemented one, yet.etcaptor wrote:I just made some tests with normal mapping and not animated .x models and found that when normal/paralax/ map is used engine stops supporting of smoth and character looks badly then with using of diffuse mapping. In this case will avoid using of normal map for charecters.