![]() ![]() I completely forgot to check the release document for most of the fur and feather brushes and now had to remove them from the set. Hair & Feathers - Well, ain't I a douchebag. Water - splashes and brushes with wet edges - best if used with light paint on dark surfaces. Rock - perfect for rocks, ground and other rough surfaces. Brushes from the following categories are just an addition and are used depending on the subject and stylization I work in.Ĭlouds - a few dynamic brushes to paint skies, mist and smoke. Most of my paintings are made using those particular brushes and often I use only those alone. For your convenience it's divided into 9 categories:īasic - brushes I use the most. I would like to paint ropes, strings (things that has round shape) in paint mode as a normal paiting.The set contains 171 brushes that I use on an everyday basis. Maybe it's bit tricky because in 3d-coat you can paint color and normals. But maybe I need just time to adapt myself and find new tricks to do things. All those circleĪlphas (up row) behaves almost like one brush. But as a artist I'm not a fan of that flatness behaviour. I don't own PS so I don't know how does it behave there. The only missing thing - Extrude in vertex normal direction with old style alpha usage will be recovered in next build. Old "following" effect described by Artman can be now done by decreasing spacing and using Interpolate (Soft stroke). Not to mention what works in Photoshop may not work for sculpting. I used the brush in 3DC, then used Edit in External Editor and used it in PS. 25% spacing in PS with everything else at the default. Here I used the same brush in both 3DC and Photoshop. If that's the the case I couldn't make that happen. Load the alpha in PS?Įdit again: Oh I think I see, you're saying here that the same brush will work the same way in 3DC and PS now. So I don't understand what you're asking me to do in the above quote. The only brushes I have a problem with are the default 6Įdit: Oh no I'm wrong I do have the problem with other brushes, including the. Also, default brushes in MB ZB work rather like Draw/airbrush in 3DC now. Checkbox is add there just to be able to work in old - style way. All they use same method as I discovered. Alpha will be applied in the same was as now in 3D-Coat. (but maybe effect was unintentional in the beginning anyway )īut if you were able to reimplement this in some ways it would be cool. Problem is now in new engine that effect is gone. It feels like Zbrush lazymouse or mudbox Steadystroke. Please try it,you will understand.(Its very strong effect) ![]() Like a "super softstroke",very nice feeling, even better than original soft stroke itself. (of course new engine seems awesome for painting)Īlso,another very important thing ,try to set spacing to 5%-10% in older engine ,you will see a strange phenomenon What was really missing to be complete IMO is strength slider for Move brush and Flatten brush. The sculpting feeling in SurfaceMode was great really,very smooth and good brush behaviors too. Its a hard judgment but to me it seems to benefit only Draw brush.ĭraw brush was a very bad brush (compared to its voxel counterpart "airbrush")īut with new engine it became a very good brush.Īll other brushes feel less good in new engine IMO.Īnyway,I thought all other brushes had already a very good feeling. I sculpted a lot today in both engines and here is my final verdict on SFmode and new engine. Only some spikes and those were hard to get.I cant identify what kind of stokes really creates them. Also black holes problem seems fixed on my side. "average normal" method does not gives nice results when stroke overlaps. "sharp shape" option works great but "initial vertex normal " method is missing from rollout for workflow to work, It makes tops of "hills" more planar than alpha "hill" is. The current algorithm of brushes is rather like PS/ZB/MB - sequential blending together many spaced alphas. ![]()
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