![]() ![]() You can build individual morphs in Blacksmith (i.e. The painting capabilities aren't on the same par feature wise as 3D Coat or zBrush, but the the painting in general, and the projection painting is really good for something in this price range.The morphing capabilities can be accomplished in Carrara, but the workflow for DAZ/Poser specific content is outstanding. The user interface is a bit different, but it is actually extremely efficient once you get used to it. The tutorials for RealityPaint which cover some things not covered in the BS3D videos) are here: The tutorials for RealityPaint which cover some things not covered in the BS3D videos) are here: For anyone interested, here are the other Blacksmith3D YouTube tutorials: Īlso, for a while, Blacksmith3D (BS3D) was called RealityPaint (was Blacksmith3D first, then changed to RealityPaint, then back to Blacksmith3D).For anyone interested, here are the other Blacksmith3D YouTube tutorials: Īlso, for a while, Blacksmith3D (BS3D) was called RealityPaint (was Blacksmith3D first, then changed to RealityPaint, then back to Blacksmith3D). #Blacksmith3d pro download fullĬheek define,nose wider, etc.), and either export all of them at full strength back to your original character as a single morph, export each morph individually, or export custom combinations of your morphs (at anywhere from 0-100% strength) for a character morph. You can also save a custom dialed character in DS, and import it into BS3D, and all of the morphs will be adjustable in BS3D (plus you can then add in your own). IMHO, it's a pretty slick piece of software. Depending on your needs, Carrara may give you everything you would use in BS3D,But, many things are simply more efficient to do in a focused application like BS3D, and there are also features like projection painting that Carrara doesn't have.This category describes software used by artists for game development. These are "complete" 3D packages with a wide variety of art tools. However external packages are often used in conjunction with the main package, since some of the included tools are often not quite as efficient or strong as external specialized packages. Please also note that the prices below may be different, if upgrading from already own package. Most modeling is done in the Main 3D Software Packages. Sometimes artists will use specific modeling tools, to speed up their workflow. These packages are used mostly for 3D modeling, but they often have additional features as well. Most animation is done in the Main 3D Software Packages, though here are some tools that specialize just in animation. These tools are used to create a high-resolution 3D model with a series of painting strokes, using a pressure-sensitive tablet or screen. Usually the details from these models are baked into textures for a lower-resolution in-game model. Often these tools include 3D painting as well. To decimate means to reduce the triangle count of a highly-detailed model. They may be created via DigitalSculpting or Subdivision Surface Modeling. Decimation makes a detailed model easier to load, manipulate, and render in other applications. Decimation tools should preserve the model's essential form without degrading texture coordinates or material boundaries. Decimation is also used for creating LevelOfDetail (LOD) models. Re-topology means creating a new mesh surface from scratch, that conforms to an existing "messy" mesh, often created via digital sculpting. Messy meaning that it either has too much detail or has a topology that's not the best for texturing, shading, or animation. The details from the "messy" mesh are transferred to the new re-topologized mesh by baking a DisplacementMap or NormalMap. ![]() The new mesh can either be used directly in-game, or it can be used as the control cage for a subdivision surface. For opinions/reviews of re-topo software, see retopo tools for Max? on the Polycount forum.
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