6th October 2007, 07:16 PM | #11 |
Senior Member
Professional user
Join Date: Jul 2003
Posts: 899
|
Re: UVMAP Export & Live Update
Hmm - so you're getting a blank image then? Can you post a model that shows this behavior?
Thanks, Dennis |
6th October 2007, 07:39 PM | #12 |
Senior Member
Professional user
Join Date: Jul 2005
Location: France
Posts: 737
|
Re: UVMAP Export & Live Update
This has been asked for months (years ?) but strangely has never been implemented
__________________
OL. |
6th October 2007, 08:33 PM | #13 | |
Senior Member
Professional user
Join Date: Mar 2005
Location: Phoenix, AZ
Posts: 917
|
Re: UVMAP Export & Live Update
Quote:
I have made quite a few houses\structures for Second Life; although for buildings I usually use AC3D just for texture planning instead of for sculpties, because sculpties tend to make soft corners. Andy just released a triangle exporter you might want to check out: http://slexchange.com/modules.php?na...&ItemID=382682 |
|
6th October 2007, 08:51 PM | #14 | |
Senior Member
Professional user
Join Date: Mar 2005
Location: Phoenix, AZ
Posts: 917
|
Re: UVMAP Export & Live Update
Quote:
Monitoring the disk for changes is easy (at least under Windows, don't know about Mac) but that only helps if you save the file. If you want it real-time without saving, you're going to need something in Photoshop to send an update... i.e. send the new texture data over the AC3D tcp\ip interface or the like. A developer log-in to get the full Photoshop SDK is a $995, plus you need a license to the full version of Photoshop, which is another $649. So, you're talking nearly $2K before you've even gotten to write anything. Ouch. And then, what about all the people using Corel or other programs? Personally, I'd much rather forgo Photoshop entirely and see "paint on model" implemented, like ZBrush. It is *much* more intuitive than 2D texturing can ever be, and virtually eliminates problems like seams. Moreover, I'm pretty confident it can be implemented without too much pain using decal projections the same way games do shadowmapping. |
|
6th October 2007, 11:20 PM | #15 | |||
Member
Advanced member
Join Date: Oct 2007
Posts: 49
|
Re: UVMAP Export & Live Update
Quote:
Oddly enough, before I was gonna upload a model I tested for last time and it worked, so I guess this case is closed. Quote:
Quote:
|
|||
7th October 2007, 07:36 AM | #16 | |
Senior Member
Professional user
Join Date: Jul 2005
Location: France
Posts: 737
|
Re: UVMAP Export & Live Update
Quote:
As Gus said, UU3D does it perfectly. This said, I'm not really speaking for me here, because in fact I use UU3D for nearly all my UV mapping jobs. Since a few months I also use Deep Paint 3D from Right Hemisphere for painting in 2D/3D, in real-time. It's a cool software, it still needs a little bit of improvements (like a real perspective camera (I hate orthographic ones )). And it comes with a plugin for Photoshop which I don't use because I don't own Photoshop (I love my good old Paint Shop Pro so much ).
__________________
OL. |
|
10th October 2007, 01:06 AM | #17 | |
Senior Member
Professional user
Join Date: Mar 2005
Location: Phoenix, AZ
Posts: 917
|
Re: UVMAP Export & Live Update
Quote:
You can download the texture disk monitor plug-in here: http://independentdeveloper.com/arch...exture_monitor You'll need to enable TCP\IP for it to work; there's more instructions in the readme. Enjoy! |
|
10th October 2007, 01:32 AM | #18 | |
Member
Advanced member
Join Date: Oct 2007
Posts: 49
|
Re: UVMAP Export & Live Update
Quote:
|
|
10th October 2007, 01:39 AM | #19 |
Senior Member
Professional user
Join Date: Jul 2005
Location: France
Posts: 737
|
Re: UVMAP Export & Live Update
Awesome Lisa It works perfectly.
Thank you VERY much ! @Gus : the texture is automatically updated if you choose to, read a bit more the readme file coming in the zip file
__________________
OL. |
10th October 2007, 01:43 AM | #20 |
Member
Advanced member
Join Date: Oct 2007
Posts: 49
|
Re: UVMAP Export & Live Update
|
|
|