RorrKonn opened this issue on Oct 18, 2017 ยท 18 posts
RorrKonn posted Wed, 18 October 2017 at 5:36 PM
What software and workflow ,Would you use to make a straight line and curve in to seamless commercial textures ?
I'm making commercial textures to sell. So I can't use none commercial anything.
Thanks
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The
Artist that will fight for decades to conquer their media.
Even if you never know their name ,your know their Art.
Dark Sphere Mage Vengeance
Boni posted Wed, 18 October 2017 at 6:31 PM
I'm not sure what you mean ... is there any way you could rephrase this?
Boni
"Be Hero to Yourself" -- Peter Tork
RorrKonn posted Wed, 18 October 2017 at 9:41 PM
Hi Boni ,Where the seams meet in the middle where the hole is. One side of the UV Map is straight and the other side of the UV Map is curved in to a circle . I was wondering what software and how you all would use the software to texture the UV Map with out any seams ?
============================================================
The
Artist that will fight for decades to conquer their media.
Even if you never know their name ,your know their Art.
Dark Sphere Mage Vengeance
AmbientShade posted Wed, 18 October 2017 at 11:13 PM
zbrush, substance painter, any app that lets you paint directly on the model.
RorrKonn posted Wed, 18 October 2017 at 11:58 PM
The dark lines mark the seams.I'm hand painting the seams in zBrush. But it's a simple texture. SpotLight will streak really bad around sharp edges.Wish zBrush had all the layers n tools of photoshop.
Last I herd Photoshop's 3D painting had problems with missing up seams .is that still true ?
Substance Painter is killer a long with Substance Designer .Can't sell textures made with stock Substance Designer shaders. Making your own Substance Designer shaders is a daunting and time consuming task. Just for a 2D texture and the more textures you need farther down the rabbit hole you go. I can just paint a 2D texture a lot faster.
============================================================
The
Artist that will fight for decades to conquer their media.
Even if you never know their name ,your know their Art.
Dark Sphere Mage Vengeance
AmbientShade posted Thu, 19 October 2017 at 12:10 AM
In spotlight you have to move the model around to angle the area you're trying to paint directly at the camera view. Then you won't get streaking around sharp edges. You can hide any of the geometry that is blocking your view if you need to.
I don't use photoshop to paint 3D models so I couldn't say.
Any textures you create in substance painter you can do whatever you want with.
Boni posted Thu, 19 October 2017 at 6:12 AM
Thank you AmbientShade for stepping in and helping! This makes more sense to me now.
Boni
"Be Hero to Yourself" -- Peter Tork
Zaycrow posted Thu, 19 October 2017 at 9:59 AM
For a commercial product I would be more concerned about the high polygon count you use for a box with a hole in it.
RorrKonn posted Thu, 19 October 2017 at 1:42 PM
Zaycrow posted at 2:38PM Thu, 19 October 2017 - #4316358
For a commercial product I would be more concerned about the high polygon count you use for a box with a hole in it.
to polypaint in zBrush the mesh polycount is 7 million+.
the jpg.The Poser polycount will only be 1,824. that's hi ?
I can't stand blocked circles.
============================================================
The
Artist that will fight for decades to conquer their media.
Even if you never know their name ,your know their Art.
Dark Sphere Mage Vengeance
Zaycrow posted Thu, 19 October 2017 at 5:44 PM
If I were you I would turn to Blender. 3 reasons for that. It's free - keeps the poly count down compared to Zbrush - great to paint 3D models in. Unfortunately I have bought 3D content where the 3D artist has not thought at all of keeping the polygon count down. They usually get on my naughty list and I won't be buying from them again. 1800+ polys for a hole in a box is just way too much. And it has nothing to do with blocked circles or not.
There are many ways to make a hole in a box. Here's a couple:! hole.jpg
The one on the left has 224 polygons and made for subdivision. Both Daz Studio and Poser can subdivide so already there you can save on some polys and have them do the work and still be very high quality objects. The one on the right has only 128 polys but still has a nice round hole. If the object is going to be far away you can even go down to 64 or even 32 polygons. You can even split the sides and only have 1 polygon per side to further optimize.
There are many ways to optimize an object. Just need to think what the object is for and can the polygon count be justified.
RorrKonn posted Thu, 19 October 2017 at 6:56 PM
Zaycrow My UV Map was made in Blender 2.79.the mesh was made in a very old version of C4D 9.
I'm not arguing ,I'm learning. your low polycount mesheshole.jpg don't have textures on them. if it's a real low polycount and then you subdivide the mesh won't it distort the texture ?
============================================================
The
Artist that will fight for decades to conquer their media.
Even if you never know their name ,your know their Art.
Dark Sphere Mage Vengeance
RorrKonn posted Thu, 19 October 2017 at 6:57 PM
Can a single mesh in Poser have multiple UV Maps ?
============================================================
The
Artist that will fight for decades to conquer their media.
Even if you never know their name ,your know their Art.
Dark Sphere Mage Vengeance
Zaycrow posted Thu, 19 October 2017 at 8:19 PM
Yes, a real low poly count mesh might distort the texture. Not many objects made for Poser can handle to be subdivided. Because they were not meant to be subdivided. Right now I'm working on a house in Modo. Some walls are not welded to keep the poly count down. No reason for 10 lops running through 10 walls when you only need it for 1 wall. And who will subdivide a house :)
I don't know if Poser support multiple UVs on the same mesh. I haven't tried it.
AmbientShade posted Fri, 20 October 2017 at 2:05 AM
The only reason you need to increase subdivision in ZBrush is for displacement details and texture painting. The increase is temporary. Once the diffuse, normals, etc are done you can reduce the model back to its lowest subdivision level and bake the maps. Otherwise zbrush does just fine with low poly models, as long as you keep with quads and tris. You can texture a 6-poly cube if you want.
AmbientShade posted Fri, 20 October 2017 at 3:26 AM
A single mesh in Poser can have multi-tile UV maps (known as UDIM), but it can't have multiple UV sets.
And no, subdividing won't distort the texture because the map still corresponds to the size and position of the base geometry. Stretching the geometry is what distorts the map.
Reduced to 104 polys:
SubD'd to 10.2mil in zbrush and sculpted/textured (5 min job):
With hard surface models its usually not necessary to keep all quads. Reducing to tris is usually more efficient. And because the surface isn't generally going to be deformed (like organic shapes - characters, clothing, etc), you don't have to worry so much about distortions caused by tris when the mesh is deformed.
RorrKonn posted Fri, 20 October 2017 at 5:23 PM
AmbientShade Thanks for the info but I have questions. I don't get what you mean reduced to 104 polys ,how was it lowered with such a nice poly flow ? decimate is anything but neat. Never knew decimate and good poly flow have ever met ;)
I didn't sculpt anything in zBrush I just polypainted in zBrush.The colored part was exported out of zBrush .the Black n white was made in gimp.
How do I import the black n white in to zBrush n use it to make normal ,displacements ,vectors ?
============================================================
The
Artist that will fight for decades to conquer their media.
Even if you never know their name ,your know their Art.
Dark Sphere Mage Vengeance
RorrKonn posted Fri, 20 October 2017 at 5:43 PM
I'm 95% happy with the seams. What do all of you think ?
============================================================
The
Artist that will fight for decades to conquer their media.
Even if you never know their name ,your know their Art.
Dark Sphere Mage Vengeance
AmbientShade posted Sat, 21 October 2017 at 1:09 AM
If you want control over polygon reduction then you have to do it by hand, by collapsing edges/merging points. I generally don't use any kind of auto decimation either. Only thing its really good for is preparing models for 3D printing.
You load the displacement map into the displacement map input in the zbrush pallet on the right of the screen. As long as the model has the same UV map that the displacement map was created on then it should work.
Displacement painting is technically sculpting in zbrush. You do it using alpha brushes. I don't use gimp so I don't know how it does things.