  | | | OT: Re: Bodypaint for XSI vs. DeepPaint3D - greg punchatz, your responses ar | OT: Re: Bodypaint for XSI vs. DeepPaint3D - greg punchatz, your responses ar 2005-03-11 - By digimata
Back Brad,
Quite informative. We are looking at delving into painting in 3D. From the thread, it looks like it would be helpful to have both Zbrush and BodyPaint.
Leoung
Brad Friedman wrote:
> everyone has vices... some sneak chocolate. I like the 3d paint tool > in maya :) > > but honestly... every time I've mentioned the 3d paint tool to a maya > professional I always get a frown and am told real 3d arists don't use > 3d paint. So I keep it to myself and use the tool when they're not > looking (because I feel that point of view is simply wrong). I'd love > to see softimage tackle the 3d paint tool thing but honestly right > now, I think zbrush is working well enough for me and there are other > pressing needs. So its not high on my wish list for now. > > Artisan was very slick in its day but I'm much more productive with > proportional modeling, latices, and the smooth/relax deformers in XSI > than I was in Artisan with Maya. It took a little time to change my > mindset to match the toolset but I have an easier time modeling now > than I did before I switched. Artisan has always suffered from a lack > of control IMHO. And honestly, I'm more likely to turn to Maya's > proportional modeling tools these days than to Artisan tools. > > I feel like a broken record but... when it comes to both those > departments (3d paint and paint based modeling) I'm more inclined to > turn to zbrush than maya as examples of what it can do, and how to do > it well. Now if softimage would just purchase pixologic... we'd never > have to have any of these discussions again :) > > oh, and I like the vertex painting that you mentioned quite a bit. Its > one of my favorite tools. The strength is in the ability to use > weight and color maps to drive just about everything very easily by > keeping them abstract and open. Technically you can do this in maya > as well but its never been set up for quick and easy central access > the way it has in XSI. So its rarely used in that manner. When I'm > working in XSI, every other problem I run into is sovled with the > phrase "just paint a color map." When I go back into Maya the phrase > comes to mind but then I remember it doesn't quite work that way over > there :) Other solutions are often needed. I suppose there's always > room to imporve the vertex painting tools though. > > I'd like them to be able to optionally use the surface normal of the > geometry as affected by the geometry approximation rather than the > surface normal of the base mesh. Sometimes when you are modeling, > your base cage will be extremely angular and odd while your smoothed > version will be "just right". But the vertex painting tools will see > things angular from the base mesh and exclude some of your verticies > from the paint stroke. You can turn up the brush's angular falloff > really high to compensate. But often you don't want to do that either > as it starts painting everywhere and you lose control. I usually end > up fixing it up by hand, vertex by vertex. > > -brad > > peterb wrote: > >>No it was probably a bodypaint salesguy that forwarded gregs mail a thousand >>times to luke, to brainwash him and make him buy the soft. >>Can we stop this or talk some more about the different paint softwares. >> >>Like who wants to paint inside XSI? >>Does anyone like artisan in maya? >> >>It ll probably never match a real 3D painting software, but if think that >>vertexpainting in XSI could be improved. >>I've found it very practical to paint quick and dirty influence maps, for >>transparency or generating displacement locally or ... >> >> >> >> >>-- -- Original Message -- -- >>From: <softimage@(protected)> >>To: <XSI@(protected)> >>Sent: Friday, March 11, 2005 12:28 PM >>Subject: RE: Bodypaint for XSI vs. DeepPaint3D - greg punchatz, your >>responses are flooding the mailing list.. >> >> >> >> >>>Admit it Greg, you have put Luke on your Hatemail-ToSpam list. ;-) >>> >>> >>>Bernard >>> >>> >>>Quoting greg punchatz <greg@(protected)>: >>> >>> >>> >>>>Sorry I don't have any idea why it is happening to you but I don't think >>>>its anything on our end. >>>> >>>> >>>--- >>>Unsubscribe? Mail Majordomo@(protected) with the following text in body: >>>unsubscribe xsi >>> >>> >>> >> >>--- >>Unsubscribe? Mail Majordomo@(protected) with the following text in body: >>unsubscribe xsi >> >> >
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> <html> <head> <meta content="text/html;charset=ISO-8859 (See http://ISO-8859.ora-code.com)-1" http-equiv="Content-Type"> <title></title> </head> <body bgcolor="#ffffff" text="#000000"> Brad,<br> <br> Quite informative.<br> We are looking at delving into painting in 3D.<br> >From the thread, it looks like it would be helpful to have<br> both Zbrush and BodyPaint.<br> <br> Leoung<br> <br> <br> Brad Friedman wrote:<br> <blockquote cite="mid42320165.4040401@(protected)" type="cite"> <meta content="text/html;charset=ISO-8859 (See http://ISO-8859.ora-code.com)-1" http-equiv="Content-Type"> <title></title> everyone has vices... some sneak chocolate. I like the 3d paint tool in maya :)<br> <br> but honestly... every time I've mentioned the 3d paint tool to a maya professional I always get a frown and am told real 3d arists don't use 3d paint. So I keep it to myself and use the tool when they're not looking (because I feel that point of view is simply wrong). I'd love to see softimage tackle the 3d paint tool thing but honestly right now, I think zbrush is working well enough for me and there are other pressing needs. So its not high on my wish list for now.<br> <br> Artisan was very slick in its day but I'm much more productive with proportional modeling, latices, and the smooth/relax deformers in XSI than I was in Artisan with Maya. It took a little time to change my mindset to match the toolset but I have an easier time modeling now than I did before I switched. Artisan has always suffered from a lack of control IMHO. And honestly, I'm more likely to turn to Maya's proportional modeling tools these days than to Artisan tools.<br> <br> I feel like a broken record but... when it comes to both those departments (3d paint and paint based modeling) I'm more inclined to turn to zbrush than maya as examples of what it can do, and how to do it well. Now if softimage would just purchase pixologic... we'd never have to have any of these discussions again :)<br> <br> oh, and I like the vertex painting that you mentioned quite a bit. Its one of my favorite tools. The strength is in the ability to use weight and color maps to drive just about everything very easily by keeping them abstract and open. Technically you can do this in maya as well but its never been set up for quick and easy central access the way it has in XSI. So its rarely used in that manner. When I'm working in XSI, every other problem I run into is sovled with the phrase "just paint a color map." When I go back into Maya the phrase comes to mind but then I remember it doesn't quite work that way over there :) Other solutions are often needed. I suppose there's always room to imporve the vertex painting tools though.<br> <br> I'd like them to be able to optionally use the surface normal of the geometry as affected by the geometry approximation rather than the surface normal of the base mesh. Sometimes when you are modeling, your base cage will be extremely angular and odd while your smoothed version will be "just right". But the vertex painting tools will see things angular from the base mesh and exclude some of your verticies from the paint stroke. You can turn up the brush's angular falloff really high to compensate. But often you don't want to do that either as it starts painting everywhere and you lose control. I usually end up fixing it up by hand, vertex by vertex.<br> <br> -brad<br> <br> peterb wrote: <blockquote cite="mid015001c5266f$78474850$850ea8c0@(protected)" type="cite"> <pre wrap="">No it was probably a bodypaint salesguy that forwarded gregs mail a thousand times to luke, to brainwash him and make him buy the soft. Can we stop this or talk some more about the different paint softwares.
Like who wants to paint inside XSI? Does anyone like artisan in maya?
It ll probably never match a real 3D painting software, but if think that vertexpainting in XSI could be improved. I've found it very practical to paint quick and dirty influence maps, for transparency or generating displacement locally or ...
-- -- Original Message -- -- From: <a class="moz-txt-link-rfc2396E" href="mailto:softimage@(protected)"><softimage@(protected)></a> To: <a class="moz-txt-link-rfc2396E" href="mailto:XSI@(protected)"><XSI @(protected)></a> Sent: Friday, March 11, 2005 12:28 PM Subject: RE: Bodypaint for XSI vs. DeepPaint3D - greg punchatz, your responses are flooding the mailing list..
</pre> <blockquote type="cite"> <pre wrap="">Admit it Greg, you have put Luke on your Hatemail-ToSpam list. ;-)
Bernard
Quoting greg punchatz <a class="moz-txt-link-rfc2396E" href="mailto:greg@(protected)"><greg@(protected)></a>:
</pre> <blockquote type="cite"> <pre wrap="">Sorry I don't have any idea why it is happening to you but I don't think its anything on our end. </pre> </blockquote> <pre wrap="">--- Unsubscribe? Mail <a class="moz-txt-link-abbreviated" href="mailto:Majordomo@(protected)">Majordomo@(protected)</a> with the following text in body: unsubscribe xsi
</pre> </blockquote> <pre wrap=""><!----> --- Unsubscribe? Mail <a class="moz-txt-link-abbreviated" href="mailto:Majordomo@(protected)">Majordomo@(protected)</a> with the following text in body: unsubscribe xsi </pre> </blockquote> <br> </blockquote> <br> </body> </html>
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