Has anyone here used a 3d paint program?
by Max R Huskins · in Artist Corner · 09/07/2001 (10:45 pm) · 10 replies
I'm playing with a program called MeshPaint 3D. Has anyone ever used it or a program like it?
I don't do well with 2d paint programs and really like the idea of a 3d paint program. IIRC Nendo does something similar, but I don't care for nendo's interface and the price for this one is 30 bucks less than nendo's.
I don't do well with 2d paint programs and really like the idea of a 3d paint program. IIRC Nendo does something similar, but I don't care for nendo's interface and the price for this one is 30 bucks less than nendo's.
#2
It would be better if you were able to draw out the skin and then export the UV map. I know that's not possible because of the 3d programs work. But 3d paint programs seem to be a good compromise.
It's more intuitive to paint an actual object than a flat representation of it. Once the skin is actually roughed out I don't have a problem using Gimp or Paint shop pro to modify it.
09/08/2001 (11:26 am)
It's not the 2d program itself that bugs me, it's the UV coordinate map process, to me it's a clumsy process that takes more time than needed. It would be better if you were able to draw out the skin and then export the UV map. I know that's not possible because of the 3d programs work. But 3d paint programs seem to be a good compromise.
It's more intuitive to paint an actual object than a flat representation of it. Once the skin is actually roughed out I don't have a problem using Gimp or Paint shop pro to modify it.
#3
Skinning isint easy, and the few times Ive tried ended in a mess.
best I can suggest is to spring for deep paint (I tried the demo, it seemed pretty solid to me)
or if you have to go 2d, just go slow.
maybe make a few test skins so you can see how it lines up, and then make the final skin based on those.
09/08/2001 (2:05 pm)
I have that problem too. Skinning isint easy, and the few times Ive tried ended in a mess.
best I can suggest is to spring for deep paint (I tried the demo, it seemed pretty solid to me)
or if you have to go 2d, just go slow.
maybe make a few test skins so you can see how it lines up, and then make the final skin based on those.
#4
In photoshop draw a grid (make sure the lines are regonizably different though - either by numbering each line or making the lines different colours.) then map your grid texture on the object, and you can see where places on the grid coorispond to places on your object.
Once you have some of your colours down, you can always overlay the grid (Using the layer blend options or transparencies.) on to your texture and once you've got the texture done, just scrap the layer with the grid on it, resave your texture, and voila.
09/08/2001 (5:00 pm)
There's a way to make UV mapping easier:In photoshop draw a grid (make sure the lines are regonizably different though - either by numbering each line or making the lines different colours.) then map your grid texture on the object, and you can see where places on the grid coorispond to places on your object.
Once you have some of your colours down, you can always overlay the grid (Using the layer blend options or transparencies.) on to your texture and once you've got the texture done, just scrap the layer with the grid on it, resave your texture, and voila.
#5
Basically, the more you do it, the faster the process.
09/09/2001 (12:31 am)
Practice makes perfect, says me. @:-) I haven't used any of the described packages, but I know of them and their basic usage. I also know of their price tag, hence I like UV mapping. @;-)Basically, the more you do it, the faster the process.
#6
try this... its free.. its nowhere near as good as professional packages.... but its easy to use and helps you skinning simple models. This program has been a great help to me.
09/09/2001 (3:04 am)
http://www.geocities.com/lithunwraptry this... its free.. its nowhere near as good as professional packages.... but its easy to use and helps you skinning simple models. This program has been a great help to me.
#7
For the 2d paint route I use 'chilliskinner' combined with 'texporter' (a free max script) for my 3dsmax stuff.
It really depends how detailed your skins are going to be...I just find that the lack of brush control in low end 3d paint packages mean its better to use a 2d paint package combined with a UV exporter for your modeling package (like texporter for max...or lithunwrap if you are using another 3d package).The control and specialist UV tools in something like DeepPaint make it worth the money - and worth using over a 2d package...but it costs $500-600 :(
Nendo is a no no because (as I remember it) you cant get a bitmap out of it (although this may have changed since I used it when it first came out).
In all honesty you should really get a work flow going for the 2d package route...get to grips with that (its not that hard once you have all the necessary bits of software/plugins...and it is still the industry standard way of doing it and theres a reason for that) - then look into 3d paint packages.
09/09/2001 (4:34 am)
my point is that for the low end 3d paint packages you still have the problem of UV coords.For the 2d paint route I use 'chilliskinner' combined with 'texporter' (a free max script) for my 3dsmax stuff.
It really depends how detailed your skins are going to be...I just find that the lack of brush control in low end 3d paint packages mean its better to use a 2d paint package combined with a UV exporter for your modeling package (like texporter for max...or lithunwrap if you are using another 3d package).The control and specialist UV tools in something like DeepPaint make it worth the money - and worth using over a 2d package...but it costs $500-600 :(
Nendo is a no no because (as I remember it) you cant get a bitmap out of it (although this may have changed since I used it when it first came out).
In all honesty you should really get a work flow going for the 2d package route...get to grips with that (its not that hard once you have all the necessary bits of software/plugins...and it is still the industry standard way of doing it and theres a reason for that) - then look into 3d paint packages.
#8
I absolutely agree with Etienne on his comment that learning how to do the 2D first is an absolute must. Before you play with some of the advanced toys that are available I think its best that most of you understand how to make 2D texture maps, how UVW mapping works, and how you can apply it to get the best possible results.
Learning how to texture RT3D models is not easy, its a time consuming trial and error process that can really test your patience and sanity. Your mind needs to think in a different way to texture for RT3D and using a 3D painting program before you even understand what is going on will cause you nothing but greif!
If you want some tips on RT3D modeling or building nice texture maps I recommend reading the following resources...
- 3DS Max comes with a tutorial on the Unwrap UVW modifier, do this tutorial until your fingertips are sore and you have the steps committed to memory
- Read the book "Photoshop 5 3D Textures FX + Design", it might not have much content on RT3D modeling, but it has a lot of useful insights on making great texture maps.
Logan
09/10/2001 (7:41 am)
You guys should just forget about the fancy 3D stuff and worry about learning how to build textures for RT3D models using the existing 2D paint programs that you have available to you.I absolutely agree with Etienne on his comment that learning how to do the 2D first is an absolute must. Before you play with some of the advanced toys that are available I think its best that most of you understand how to make 2D texture maps, how UVW mapping works, and how you can apply it to get the best possible results.
Learning how to texture RT3D models is not easy, its a time consuming trial and error process that can really test your patience and sanity. Your mind needs to think in a different way to texture for RT3D and using a 3D painting program before you even understand what is going on will cause you nothing but greif!
If you want some tips on RT3D modeling or building nice texture maps I recommend reading the following resources...
- 3DS Max comes with a tutorial on the Unwrap UVW modifier, do this tutorial until your fingertips are sore and you have the steps committed to memory
- Read the book "Photoshop 5 3D Textures FX + Design", it might not have much content on RT3D modeling, but it has a lot of useful insights on making great texture maps.
Logan
#9
09/12/2001 (3:10 am)
All depends what your doing see my post in the graphics section on cubic envirement maps I use 3dpainter formerly by meta creations I think coral owns the rights to it now not sure..... It has its uses... personally I use adobe, psp, 3d painter 3dsmax all open at the same time jumping around from each they all have thier specialty uses and good and bad points.
#10
I do like using them for fine detail work once the skin is made. But I don't think you should have to take something 3d and convert it to a 2d format just to set the 'look' of the model. I think better in 3d and 2d skinning is just not comfortable for me. Even a basic 3d program would aid my concentration and creativity.
BTW thanks for the input everybody. I really appreciate all the info I've received on the subject. I'm relatively new to 3d work so anything helps.
09/12/2001 (8:07 pm)
It's not really a problem of skill, I know how to use a 2d program to texture map. I just think it's like using a machete for neuro surgery: It's clumsy and not designed for the job. 2D programs are not really designed to interpret 3d and using them that way is not intuitive to me. I do like using them for fine detail work once the skin is made. But I don't think you should have to take something 3d and convert it to a 2d format just to set the 'look' of the model. I think better in 3d and 2d skinning is just not comfortable for me. Even a basic 3d program would aid my concentration and creativity.
BTW thanks for the input everybody. I really appreciate all the info I've received on the subject. I'm relatively new to 3d work so anything helps.
Etienne Jabbour
I own Meshpaint and have to say I find its not a very good package - in fact as I said - other than the $400 + 3d paint packages (Deep paint and Painter 3d) its realy not worth buying a 3d paint programme at all - its quiker and easier using a 2d package.
This is what I have found...Im sure others will have thier own opinions.