Hey I came up with the idea how cool it would be to paint your specular maps directly in the viewport with realtime lightin in max using a special shader. From this starting point I thought, why not painting bumpmaps and normalmaps too in relatime on the mesh?
While this is just an idea, I am curious if this could be made possible and if yes with what limitations and so on. I worked with a special shader once, to create some assets for the XBOX 360 achritecture. It was a pain in the ass, the realtime stuff was sloooooow.
I am shocked that max still has no projection modifier or something to correct seams really.
Any thaughts about this? And if it could be made possible, whos knows some unemployed techartists
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However, the main idea is NOT limited to diffuse textures. I am perticulary speklaing of normalmaps and specmaps. Why building up a highpoly character if you could actually paint them?
Its just an idea and I understand that hipoly modelling has its advantages (speaking of cutscenes for examlpe or extensions sequels). But when it comes to fixing it would be hella cool.
I mean I always fix my normalmaps in photoshop painting in additional detials without using the normalmap filter (Ok, its crazy but it works for me for some parts).
http://www.max3dstuff.com/max5/3dPainterPrototype/help.html
Very basic, but works. Only one map at a time.
However I guess you'd need to use an FX shader to see the results affecting specular or bump. Don't know if that'd work either. I think Body Paint 3D has a painting mode where you can see the specular being affected in real-time, they call it a raytrace mode or something.
One of the designers over at Right Hemisphere was sharing some of the details about a re-write of Deep Paint 3D, which would have had real-time painting of specular etc., but unfortunately the project got stalled.