Behold, ye counters of polygons... CrazyBump Beta 8!
<font class="small">Code:</font><hr /><pre>
-Undo & Redo, with infinite levels
-New preview shapes
-Refresh/Reload your source texture
-Preview remembers your settings
-Lots of bug fixes
-Mailing list signup totally works now! I promise!
-Hotkeys:
P: toggle preview
M: toggle mixer
ctrl+Z: undo
ctrl+shift+Z: redo
ctrl+C: copy
ctrl+V: paste
ctrl+O: open
ctrl+S: save
ctrl+shift+S: save all
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Download the Upgrade (6 megs).
Download the Full Install (33 megs).[/list]
Replies
Back to the bug-mines with you!
;)
very user friendly and fast. I have a question though,
I don't know if it's possible or not because I'm still
discovering CrazyBump.
When I generate normal map there is sometimes a seam where
my uv stops between two parts (it makes a little bulge on
the edges), it can be fixed in photoshop tho but it comes
a little bit tricky when there is not much space between
two layout objects. So I was wondering if there is any way
to have a ticker or something to define if the edges will be
flat or "bumpy". So we can mix then 2 normal maps and choose
where the flat edges will be or not.
I don't know if it's already possible I was testing
yesterday but couldn't find another possibility except
to do some touch up in photoshop afterward in the area
I wanted. Or maybe preparing better the diffuse to be
converted in normal and where we want the edges to be flat
to apply a flat color or something?
I know it's a little bit confusing the way I'm explaining
it but I hope someone understood what I was trying to point ^^
Once again amazing work
Rather than touching them up afterward, I recommend bleeding across those seams in your texture before opening in CrazyBump.
In photoshop, paste your texture over a transparent background. Then select the unused space in your texture, and delete it. Then blur your texture over the edges and into your unused UV space.
Doing that should help prevent those ugly seams from appearing after your texture is loaded in CrazyBump.
Here is a related thread, from the CrazyBump support forum: http://crazybump.com/forum/viewtopic.php?t=265
I rendered a normal map in maya, and in CB have the y set to down- so far so right aye?
so I load in a bump I want to convert to normal map, still with y down, convert it, open the rendered normal map and blend the two. So far in the viewer, it looks correct, but when I save the map and take it back into maya the detail I just merged in seems inverted
edit: maybe I'm being thick when the setting changed from inverted to up/down I don't remember which was the correct one
edit2: yeah ignore that one but while I'm here, I wanted to ask is there a way once youve calculated 3d shapes to turn it off? is undo the only way
Just pull the 3d shape recognition slider to zero and pull the frequency sliders to wherever you want 'em!
cheers,
-Ryan
Great application you're making!
You'll find those options on the preview window. Click "options" and they will appear!
any chance of this coming to the mac platform?
love cb!
~ cp
A mac port is planned, but development hasn't started yet. I will post more information when the mac port is further along!
-caseyjones