Showing posts with label tips. Show all posts
Showing posts with label tips. Show all posts

Friday, January 9, 2015

Part 8 (English) - How to create a 3D model for video games - Topic: Fantasy weapon

Hello friends.

Here is my newest tutorial episode how to create a fantasy weapon for videogames in 3D-Coat.

In this episode I explain how to set the uv information inside the retopo room for later texture painting and normalmap calculation.

In the next episode we will start the texture part. I will explain how to bake the highpoly normalmaps to our model.

Thank you for watching
Chris

PS: Please have some patience. YouTube needs a bit to publish all video resolutions... :)


Thursday, January 8, 2015

UDIM UV mapping Article by Mike Seymour at fxguide

Hi friends.

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.

Here is the complete article: http://www.fxguide.com/featured/udim-uv-mapping/

Have fun
Chris

Teil 8 - Erstellung eines 3D-Modells für Computerspiele - Thema: "Fantasy-Waffe"

Hallo.

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.

Best regards
Chris


Wednesday, December 17, 2014

Teil 7 - Erstellung eines 3D-Modells für Computerspiele - Thema: "Fantasy-Waffe"

Etwas verspätet die Meldung in meinem Blog, aber es geht weiter. Vielleicht hat es ja der Ein oder Andere verpasst, deshalb:

Die siebte Episode in Deutsch vervollständigt den Retopologie-Teil. Die restlichen Elemente des Modells werden hier erstellt. Im achten Teil wird es dann mit der Erstellung der UV-Koordinaten und dem Baking-Prozess weiter gehen, um dann die Normalmaps aus dem High-Poly-Modell zu übertragen.

Viel Spaß
Chris


Monday, December 1, 2014

Part 7 (English) - How to create a 3D model for video games - Topic: Fantasy weapon

Here we are with the english version of episode 7 of my tutorial series how to create a game model.

In this episode I complete the retopology process and create the remaining low poly objects.

In the upcoming part 8 you will learn how to set the uvs and I will explain the baking process.

Thank you for watching
Chris


Thursday, November 20, 2014

Teil 6 - Erstellung eines 3D-Modells für Computerspiele - Thema: "Fantasy-Waffe"

Es ist soweit. Nach langer Abstinenz nähern wir uns langsam aber sicher dem letzten Bereich meiner Tutorialserie. Mit Teil 6 läute ich den Retopologie-Abschnitt ein. Viel Spaß!

International audience:
The english version follows soon! Thank you for your patience.


Wednesday, October 15, 2014

Introduction to Physically Based Rendering (PBR)



For everyone who is new in Physically Based Rendering

Javis Jones has prepared some informations about PBR for all interested artists. Javis thread in the 3D-Coat forums includes some documents and further infos about PBR shader principles.

To read the thread visit this link: Wanna learn more about PBR

Sunday, August 31, 2014

Tips & Tricks: Using the right external 2D-Editor for 3D-Coat

What is the right external 2D-Editor for 3D-Coat?

3D-Coats Paint mode offers the possibility to edit the current active paint layer within an external editor like Adobe Photoshop. This function can be applied to all existing paint layers simultanously too.

The function can be found under
Edit->Sync Layers w/ Ext. Editor

For proper use of this functions meet the following requirement:
  • Be shure your external tool is compatible to the photoshop file format
  • The reason: 3D-Coat is sending paint layer information to external 2D-tools in photoshop file format only!

Additional HINT for Adobe Photoshop Elements users:


When you use the synch layers function the first time Adobe Photoshop Elements starts, but no document will be opened. The layer information from 3D-Coat will be unfortunately deleted at the starting process of PS Elements.

To correct this go back to 3D-Coat and execute the function anew there. When you switch back to Photoshop Elements now all should work and you see the selected 3D-Coat layer.

The solution

For proper use of layer synchronisation in 3D-Coat you have to start Adobe Photoshop Elements before using the sync functions.


Tips & Tricks: Der richtige externe 2D-Editor für 3D-Coat

Die Verwendung des richtigen externen Editors

In 3D-Coat kann man im Malen-Modus aktive Ebenen in einem externen Editor bearbeiten. Diese Funktion kann man auch für alle Ebenen gleichzeitig ausführen.

Der Befehl findet sich im Malen-Modus unter
Bearbeiten->Aktive Ebene im ext. Editor bearbeiten

Damit die Funktionen genutzt werden können, muss folgende Voraussetzung erfüllt sein:
  • Euer externes Grafik-Programm sollte Photoshop-kompatibel sein.
  • Der Grund: Mal-Ebenen aus 3D-Coat werden derzeit ausschließlich im Photoshop-Format an externe 2D-Programme übertragen.

TIPP für Adobe Photoshop Elements - Benutzer:

Wenn das erste Mal eine aktive Ebene in Photoshop Elements übertragen wird, startet das Programm zwar, aber es ist kein Dokument zu sehen. Denn beim ersten Starten von PS Elements wird leider die Übertragung von 3D-Coat gelöscht.

Um das zu korrigieren, wechselt man zurück in 3D-Coat und führt dort den Befehl noch einmal aus.

Die Lösung

Damit das Übertragen von Ebenen aus 3D-Coat in PS Elements richtig funktioniert, muss PS Elements zuvor gestartet worden sein. (Getestet unter Adobe Photoshop Elements 12.)

Viele Grüße
Chris

Monday, July 21, 2014

Part 5 (English) - How to create a 3D model for video games - Topic: Fantasy weapon

Yesterday our summer was extremely hot and muggy here in germany. We had 95 F (35°C). So I used the time in our cooler house to record the 5th episode of the english version of my fantasy weapon tutorial series. I hope you like the result. :-)

In this episode of my tutorial series you will learn how to create a repeatable pattern. This pattern will be used as a mask in 3D-Coat to extrude ornaments on the weapon. The interesting part is: The pattern need to placed on a round surface and must fit exactly. You will learn the whole process beginning in creating the mask in photoshop with vector graphics up to using the result in 3D-coat.

Preview: Episode 6 will introduce the texturing part. There I will begin to retopologize the highpoly model to get a low poly mesh for the game engine.

Best wishes
Chris


Sunday, July 20, 2014

Teil 5 - Erstellung eines 3D-Modells für Computerspiele - Thema: "Fantasy-Waffe"

Hallo zusammen.

Es ist soweit. Teil 5 meiner Tutorialserie ist fertig. Das Ergebnis sieht zwar nicht so spektakulär aus und das Video ist auch etwas länger geworden als geplant, jedoch kann sowas für Anfänger kompliziert werden. Daher hoffe ich, das ihr hier noch etwas neues lernt. :-)

Inhalt:
Ihr lernt in dieser Episode meiner Serie, wie man wiederholbare Projektions-Muster erstellt und sie dann in 3D-Coat einbaut und verwendet. In diesem Fall sind es Runen für die Axtschneide. Photoshop Nutzer kommen hier auf Ihre Kosten. Aber auch für alle Anderen ist dieser Teil sicher sehr interessant.

(English version will be published as soon as possible.)

Viel Spaß
Chris


Thursday, February 27, 2014

GMH2 - Polygon To Maya Hair


Thunder Cloud released a very intutive hair controlling plugin for Autodesk Maya called GMH2. It is worth to take a look.

The official website: Take a look...

Monday, January 13, 2014

Tips & Tricks: How to load and export DDS using Adobe Photoshop CC

NVIDIA is currently not supporting the CC (Creative Cloud) version of Photoshop for their filters plugin that can be found here -> NVIDIA photoshop filters.

A short tip for all users who needs the NVIDIA  filters and the DDS file support in Photoshop CC:
  1. Create a directory called Filters in the Plug-ins folder of your Photoshop CC installation.
  2. Copy the NormalMapFilter64.8bf file from the Photoshop CS6 Filters folder into the new Photoshop CC Filters folder ("64" in the filename represents the 64 bit version)
  3. Copy the dds64.8bi file from the CS6 File Formats folder into the existing Photoshop CC File Formats folder
Restart Photoshop CC.

Now all filters should work as expected.

Best wishes
Chris

Friday, January 10, 2014

Tipps & Tricks: Profilkorrektur für das Kurvenwerkzeug von 3D-Coat

Dies ist ein kurzes Tipp-Video. Ich zeige Euch, wie man Profile für das Kurvenwerkzeug von 3D-Coat korrigiert, wenn sie nicht genau in der Mitte des Kontrollpfades verlaufen.


Hint video: How to correct displaced profiles for the curve tool of 3D-Coat

In this short hint video I show you how to correct displaced curve profiles of the curve tool and update existing ones.


Friday, November 22, 2013

BB FlashBack is my screen recording tool


People ask me sometimes what kind of screen recording software I am using. My favorite tool is #BB #FlashBack . BB FlashBack is not very popular, but extremely good. The most people use Camtasia.
Give  BB FlashBack a try if you are interested in recording professional desktop videos. There is a free version available too.

I am using the pro version. It comes with an optimised and intuitive video editor. For some of you interesting: BB FlashBack records your keyboard actions and translates them into individual icons in the final video. A great help!

Saturday, March 16, 2013

3D Coat "Happy baking guide" published

Pilgway published a "Happy baking guide" to explain the new baking possibilities, that were implemented in version 4 BETA13.

Click here to see the PDF document: Happy baking guide


Wednesday, March 6, 2013

handplane - tangent space calculator

Hi friends.

Today I've found a very handy tool for correcting tangent space normals. It is really great to correct seam problems in realtime 3D objects that uses normal maps.

Take a look, it is really a nice helper.

Direct link to handplane: http://www.handplane3d.com/

Best wishes
Chris

Video:

Thursday, February 14, 2013

App Tip: Subd Recovery

Here an application tip for you, I've found today:
You have lost your base subdivision levels of your highpoly model? Get them back with "Subd Recovery". You import your highpoly model and be able to recover your subdiv levels automatically. Great solution for highpoly assets! I imagine it could be useful for optimising scanned data too, when quadrangulated.



The official webiste: http://www.mariussilaghi.com/products/subd-recovery

Thursday, September 6, 2012

Tips for creating LODs for games by 3D World magazine

Published by the 3D World magazine you will find a very nice article how to create effective LODs for your game models. It is really worth to take a look.

Here is the link to the article: View article