resently a programmer at work wanted to develop either plugins or stand alone apps for 3d artists to make life easier. i have a few ideas but i thought i would ask for more input from artists. so is there any part of your job 2d ir 3d you feel is not easy enough or just a complete pain in the ass. do you ever find youself saying "THERE GOTS TO BE A BETTER WAY!!" poop thought of an auto rigger for bipeds, and i think thats a pretty cool idea, but i would also like to hear more.
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resently a programmer at work wanted to develop either plugins or stand alone apps for 3d artists to make life easier
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I just can't get my head around that situation.. please send him to us!
pretty please?
But I'm sure that's not the type of help you're refering to.
Ideally there'd be a program which was a master of all trades and fully customisable, incorporating modelling, uv-mapping, texture painting (and procedurals), animation and rendering. All at top pro quality.
Or, if that is too much, I have another idea. Some kind of plugin for Max that allows you to chop your UV and texture simultaneously. For example: You model something out, UV it, and start texturing. You realize that you could move something over in order to better fit another thing, but you've already got the UV map laid out, and your texture half painted.
Normally you'd have to move your UV's, render out your template (texporter, or in max) then go into photoshop and move your textured bits over to the new space.
I'd really like something that would just allow you to lasso-tool within the Max UV editor (or something similar), and move your texture along with the corresponding uv's at the same time.
Of course, it sounds like it'd be completely impossible... But hey, I can dream
i second the realtime texture painting using photoshop like interface.
cant remember anything more..hm...
ben
- a port of mirai's skeletal system to 3ds max. that's very similar (and probably the inspiration) to the motionbuilder ik but you are not restricted to a biped but can freely create rigs of any shape and number of bones.
also, mirai's motion retargeting/mixing and ability to record keyframe motion into mocap-files for export to other apps. screw that stinking biped.
- a tool that exports flame tracker data into 3ds max. it's all ascii-files so how hard could it be?
- a spacemouse plugin for zbrush
- an updated .obj exporter for Max
that would make it much easier for me to work with sdk's, and the files people send me.
- a standalone polygon reduction tool
- a simple application for 3D sculpting
Jogshy's Xnormal app solved most of my other frustrations.
http://www.cebas.com/products/products.php?UD=&PID=5
i have never tried it cause i am not a big fan of photoshop but it is suppose to give you access to photoshops tools inside max. dont know how good it is though.
another nice thing: to be able to draw a spline on a layer above the geo and snap the paintbrush to that spline. or bake the spline down onto the texture. accuracy and 3d paint seem not to fit together well so far.
being able to paint on more than one layer at the same time is handy, too, possibly with realtime preview like modo's - but non-sucking paint tools.
seeing how crappy most 3d painters are, i can only guess that it is a herculean task to pull all this off and do it right. nothing that i tested except studiopaint has even come close. however i stopped taking a look at BP3D at rev 2.0 but back then it was totally inferior.
I personally use Bodypaint 2.5 like Arsh (he's the one that turned me on to it). It uses PSD's, has layers, all blending modes, crazy brush system, etc. There is nothing other than layer effects missing from BP to Pshop. I think bodypaint is the win as far as 3d painters go, and it would take a lot of work to better it, especially with one artist and one programmer. I'm pretty sure they are a large company. And their artist talked with me at GDC and version 3.0 has some really awesome features and is due out soon.
I'll be releasing my BP 2.5 video tutorial soon when I can get it edited, and hopefully that will show how easy it is to use.
I think part of the problem with bodypaint is, it's just one facet of an entire program, and as such it's bogged down with a load of functions you'll never use. Something built from the ground up would be much nicer, IMHO.
Bodypaint has been a nice solution for 3d painting, though one thing i'd love to see is a constant projection painting mode. ie being able to rotate the mesh while in project painting mode.
the rigs offer nice control however you'd need a second, constrained skeleton for skinning and export to an engine because the animation rig itself is rather heavy with lot's of extra control objects. 120+ bones for a biped if i recall right.
by rig i meant "skin"
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Yeah, does that too, with only small corrections to weighting needed afterwards. But let's not talk about XSI so much in this thread plz. People tend to get upset.
If Bodypaint was modernised (interface feels like windows 95 stuff to me) and made to be totally customisable (interface and keyboard shortcuts etc)
[/ QUOTE ] Hotkeys _are_ customizable... go to Window > Layout > Command Manager. And the windows are very customizable, worth some time with the docs to learn their quirky (but eventually cool) window controls.