OK, I'm just demo'ing the thing, but why the hell can't I get the Layer Mask to mask between two color maps?
Also can't get the damn tutorial vertex mask to show up, checked and rechecked the video tut and docs, but the mask just shows solid blue or solid black, no gradient. Pops between the two colors when I zoom the render view. Though you'd think they'd let you see it in the regular viewport.
Importing a Max FBX only brings in a single UV, though re-importing it into Max shows me it has all three UVs. I'm not saying Max is perfect or anything, but how the hell do I get my UVs into modo?
Dual-monitor support is flaky. Opening on my primary makes the render go all banded. And when I pop all my palettes off and move them to the 2nd monitor, then save the Layout, modo forgets where to load the viewports the next day. Quit modo, restart it, load that Layout, boom my viewports are gone.
Maybe someone can school me. I'm just trying to find a 3d paint prog that can show two color maps on one UV (tiled 15x), mask between them with another map on another UV (0-1, not tiled). Then I want to retouch/paint that mask in a 3D view.
It'd be awesome if I could layer an emissive over the whole thing, set to multiply, using the mask's UV, and paint that too.
Yeah, yeah, I need a tools programmer. Someday...
Why can't they support what cards can do these days?
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I'd like to eventually pick up either XSI foundation or Essentials down the road for animation if I go Modo.
On topic I'm going to check out the paint tools this evening and if I get what your trying to do working Eric I'll post up.
ironhawk: maybe try a combination of XSI and a standalone modeller (personally found XSI modelling featureset rather incomplete but your mileage may vary) like wings or silo? you'd have way more possibilities at your fingertips than with modo and would still pay less.
I was really, really excited about Modo, and to this day i thought i was missing out on some awesome tools mostly because i hated the controls and interface. But so i would've been missing out regardless?
Is the painting really that bad? The videos made it seem pretty easy, really.
Modo is more known for its 3d tools.
The realtime display is pretty limited. Basically just your color and bump. Couldn't get transparency or emissive to appear. I haven't really gotten into the paint tools yet, still stumbling on the material problems.
Oh well, Crazy Butcher just might be able to pull it off!
got a prototype, going, while it displays only a simple shaded model, any complex pixel shader whatsoever would be possible to be run.
no undo, very barebone, rate of mouse sampling might be a bit too low, but well it took only a day to integrate into luxinia's model viewer.
one feature is still missing, namely a "texture" picker that allows you to select any loaded texture to paint on. (though I will do that tomorrow)
another caveat is that one should disable texture compression before, else painting might slow down too much, as well as no mipmapping while the texture is active, but gets turned on again afterwards. also no dds/png support as only to tga and jpg can be saved to. compressed dds will not be editable either.
its not projective painting, so you dont really see the "result" before you click, brushsize is in pixels in the texture (basically I just find the uv spot in the tex and blit a decal around it). the texcoord (uv channel) to work on can be set as well.
another limit is the 65536 vertices per mesh in luxinia's fileformat, but other than some very large terrain chunk I doubt you reach that, and as workaround you can split into several objects in max. oh and no gui based shader editor nor .fx support, so I'll likely write you the shader you need.
I will pack the stuff up tomorrow and make it downloadable. thanks to deutsche bahn for providing a power plug at every seat the 6 hour train ride to my apartment was not wasted.