Simply put : don't buy into the hype. The Photoshop 3D toolset has always been atrocious, and I genuinely feel like the engineers at Adobe have no idea what their install base is in the need of. Now, I didn't try CC, but I tried it in CS5 and CS6 and it just didn't work for any advanced workflow involving real assets.
First and foremost it is extremely slow - a computer that can run Crysis 2 at 60 fps and can handle Mudbox sculpts in the millions of polygons shouldn't have a problem opening simple medium poly .objs in Photoshop. Yet, even simply turning a layer into a 3D plane with their repouss
I've tried PS Extended 3D before as well to test and it was chuggy. But I'm noticing more realistic studio style lighting in recent concept art paintings (I don't want to point fingers) like you see when fine artists render their cast drawings, so I've been wondering if there's some sort of "tradecraft" involved with newer tools.
About the recent concept art look - Maybe it is just because of an overall better understanding of light behavior and properties ? This change is also happening amongst CG artists gradually adopting linear workflows. Maybe it goes both ways, one influencing the other ...
I've seen quite a few concept artists painting over Sketchup compositions, a lot more than ever before. I think the stigma of 3d overpaint has faded, and good thing too, ortho views are more accurate lately.
It can be chuggy on anything of modern resolutions. It can only really deal with smaller textures without lagging, so its highly limited in its application.
But it is pretty great for being able to do things like project a vector decal at some weird angle onto your texture.
Just found out you can control lighting angle and mix 2D layers with the 3D.
Wonder if it will still still choke or not if you import a decimated foreground character and simple background.
Maybe future Zbrush 5 zapplink can let you transfer low rez live geo for illustration or concept art use. There is GoZ for PS now but I don't have a cc version to test.
Fast forward to :20 mark. This wasn't on CC but the technique works. Not new news but what's cool for me is...it means you don't have to mentally figure out your painting's lighting and cast shadows. You can layout your 3d in PS with lights and camera angle and paintover per usual. Your director or client also asks for change of day lighting or season for the exact same layout? Relatively easy to adapt your work without hours more of re-painting.
In regards to concept artists using 3D packages, most all artists I know use Max and Maya just like everyone else. Maya has mentalRay and concept artists like to do a blockout with a nice render to get some atmosphere and perspective in the shot, then paint over that.
@jgreasley, Can you paint outside geometry in Mari?
Im interested more in new options for doing 2D concept art. If Bodypaint or Mudbox would let you paint outside geo plus use of blend modes and adjustment layers I'll check those out too.
What would be ideal for me is if Zbrush would just drop it's "drop to canvas" procedure when you want to just paint in 2D, but still let you have the option to manipulate subtools.
But, as a Modo user, I support any The Foundry tools :thumbup:
It would be really interesting to merge 2D and 3D like that in a way that worked nicely.
Yup, like After Effects minus the video tools. AE already has editable 2D layers, virtual camera, editable 3D layers, blend modes, adjustment layers. Probably just missing a decent brush palette.
Replies
First and foremost it is extremely slow - a computer that can run Crysis 2 at 60 fps and can handle Mudbox sculpts in the millions of polygons shouldn't have a problem opening simple medium poly .objs in Photoshop. Yet, even simply turning a layer into a 3D plane with their repouss
I've tried PS Extended 3D before as well to test and it was chuggy. But I'm noticing more realistic studio style lighting in recent concept art paintings (I don't want to point fingers) like you see when fine artists render their cast drawings, so I've been wondering if there's some sort of "tradecraft" involved with newer tools.
There are some really great bits to it though. I have some videos using the CS4 implementation a few years back if you care to see.
http://www.dailymotion.com/vailias
CS5 was better for navigation than CS6/CC.
It can be chuggy on anything of modern resolutions. It can only really deal with smaller textures without lagging, so its highly limited in its application.
But it is pretty great for being able to do things like project a vector decal at some weird angle onto your texture.
More videos here at the bottom of the list: http://tv.adobe.com/watch/learn-photoshop-cc/an-overview-of-the-3d-panel/
Just found out you can control lighting angle and mix 2D layers with the 3D.
Wonder if it will still still choke or not if you import a decimated foreground character and simple background.
Maybe future Zbrush 5 zapplink can let you transfer low rez live geo for illustration or concept art use. There is GoZ for PS now but I don't have a cc version to test.
Fast forward to :20 mark. This wasn't on CC but the technique works. Not new news but what's cool for me is...it means you don't have to mentally figure out your painting's lighting and cast shadows. You can layout your 3d in PS with lights and camera angle and paintover per usual. Your director or client also asks for change of day lighting or season for the exact same layout? Relatively easy to adapt your work without hours more of re-painting.
[ame="http://www.youtube.com/watch?v=a4pQ6tQadZU"]Pixologic -- GoZ for Photoshop - YouTube[/ame]
It was a huge, glitchy, work-losing pain in the ass.
http://www.shermancg.com/images/art/shermanIsaiah_goblin01.jpg
http://www.shermancg.com/images/art/shermanIsaiah_goblin02.jpg
In regards to concept artists using 3D packages, most all artists I know use Max and Maya just like everyone else. Maya has mentalRay and concept artists like to do a blockout with a nice render to get some atmosphere and perspective in the shot, then paint over that.
You can focus more brush rendering midtones, in my opinion, and maybe just use the realtime lighting as a mask layer.
Feng Zhu and Ben Mauro did a video using both Zbrush and PS but they still had to get their stills from Keyshot.
[ame="http://www.youtube.com/watch?v=PyVvBxK3i7E&"]Episode 67 - 100K Subscriber Special with Ben Mauro - YouTube[/ame]
www.thefoundry.co.uk/mari
Im interested more in new options for doing 2D concept art. If Bodypaint or Mudbox would let you paint outside geo plus use of blend modes and adjustment layers I'll check those out too.
What would be ideal for me is if Zbrush would just drop it's "drop to canvas" procedure when you want to just paint in 2D, but still let you have the option to manipulate subtools.
But, as a Modo user, I support any The Foundry tools :thumbup:
It would be really interesting to merge 2D and 3D like that in a way that worked nicely.
Yup, like After Effects minus the video tools. AE already has editable 2D layers, virtual camera, editable 3D layers, blend modes, adjustment layers. Probably just missing a decent brush palette.
[vv]76349891[/vv]
i guess you could just import a 3d plane and paint on it like a canvas for concept art?