Hier ist auch schon die deutsche Version des 9. Teils meiner Tutorialserie, in der man lernt, wie eine Fantasy-Waffe für Computerspiele in 3D-Coat erstellt wird.
Heute erkläre ich Euch, wie man Normalmaps aus dem hochaufgelösten Modell in das zuvor erstellte Retopo-Modell überträgt.
There is a very nice article about the UDIM UV mapping method written by Mike Seymour. Mike starts with a describtion about Ptex and it's characteristics. Later then you will learn how UDIM works and where it was used the first time.
UDIM was invented by Richard Addison-Wood who is a software developer at Weta Digital.
Ich bin wieder zurück, mit der 8. Episode meiner Tutorialserie.
In diesem Teil erkläre ich Euch, wie man im Retopologiebereich von 3D-Coat UV-Koordinaten erstellt.
Mit diesen Informationen kann man dann Texturen auf das Modell malen oder Tiefeninformationen aus einem hoch aufgelösten Modell übertragen.
Ihr lernt einige Grundlagen über UV-Koordinaten und natürlich die Werkzeuge kennen, die für die Erstellung der Informationen benötigt werden.
Im nächsten Teil behandle ich dann das Übertragen der Normalmaps.
Viel Spaß!
Chris
For the international audience:
This episode describes how to set uv coordinates in the retopology room of 3D-Coat. The english version is in preparation and comes as soon as possible. Thank you for your patience.
Important fix: critical problem related to broken export solved
Improvements
Compatibility / GGX / Blinn-phong shading. Compatibility shading preserves colors as well as previous coat's shading but is able to use advantages of PBR.
Fixed problems related to rename/move/duplicate items in folders. Need toarwa be carefully checked anyway.
A lot of paint problems solved.
New
HDR support for panorama images. Panoramas will be auto leveled now. Andrew included several panorama images into the Panoramas folder. A new default panorama image is set now.
View separate channels - color/specular color/gloss/metalness
Improvements
Materials in version 4.5 will not destroy 4.1 materials and vice versa. New mats has an extension that is called .pbrm instead of .xml. You are still able to switch back to the old materials - To do this use Edit -> Convert materials
Top row conditions are now the same like in materials. Realtime preview should work correctly for both - paint conditions and materials.
UDIM naming (That is used in MARI) for UV-sets with tiled import is supported now. Fixed seams problem related to tiled import.
Infos
The translation from new HLSL shaders to GLSL were started. This will lead in a working GL version. The Mac/Linux beta builds can be released after the shader conversion. This will happen soon.