Showing posts with label 3d software. Show all posts
Showing posts with label 3d software. Show all posts
Bonyface - A ready 3dsmax 2012 plugin for facial animation
BonyFace is a complex facial animation system, was written on MAXScript, works in 3ds max 2008 and above. It consists of tools for rigging, skinning and animating facial expressions on 3D-Faces with ease and flexibility.
Since it's a script, the user can freely share the BonyFace rigged character with another professional NOT having BonyFace, anyone can load and render the scene with BonyFace-objects without having BonyFace installed like any common 3ds max scene.
BonyFace starts facial rig creation from scratch, it's an easiest and fastest way to create facial rig, with BonyFace you can create full face rig in 10-20 minutes!
Basic tools of BonyFace are freeware. You can use basic tools to create rig and skin, adjust parameters of the rig and animate control objects with standard tools of 3ds max without any limitations.
Extended tools of BonyFace are available only for authorized users of the script. You can use extended tools to create complex professional facial animation and simplify whole workflow
9:15 AM | Labels: 3D animation, 3d software, 3D Studio Max 2012, 3ds max 2012 tutorial, bonyface, character animation, Facegen, facial animation | 0 Comments
Vray 2.00.03 for 3Ds Max 2012
V-Ray is a rendering engine that is used as an extension of 3Ds Max 2012.It is a rendering engine that uses advanced techniques, for example global illumination algorithms such as path tracing, photon mapping, irradiance maps and directly computed global illumination. The use of these techniques often makes it preferable to conventional rendering which are provided as standard with 3d software, and generally renders using these technique can appear more photo-realistic, as actual lighting effects are more realistically emulated.
Build 2.00.03
Modified features:
(*) The V-Ray RT render server prints out some more information in GPU mode (useful for troubleshooting);
(*) Added access to the V-Ray material override exclude list from MaxScript;
(*) Support for the four FumeFX render elements;
Bug fixes:
(*) Noise with "Clamp output" option enabled;
(*) Hilights from the base reflection layer of VRayCarPaintMtl material were darker than they should be;
(*) Slow rendering with many overlapping VRayProxy primitives;
(*) Randomly missing gizmos when rendering VRayEnvironmentFog;
(*) VRayLights that exclude an object could still affect that object through GI;
(*) Rendering with GI may use more detailed texture mip-map levels than necessary;
(*) VRayHDRI may not respect the specified memory limit for tiled textures;
(*) V-Ray RT: Objects could disappear in animation;
(*) V-Ray RT: When used as production renderer, animation of deforming objects is ignored;
Download Links
File Sonic:
http://www.filesonic.com/file/1050617881
2:12 AM | Labels: 3d software, 3D studio max, 3D Studio Max 2012, Build 2.00.03, Downloads, mapping, New Release, Rendering, Software, Vray | 0 Comments
3DS MAX to ZBRUSH and ZBRUSH to 3DS MAX
3DS MAX to ZBRUSH and ZBRUSH to 3DS MAX
This tutorial helps you to understand a bit about mapping procedures of these two useful and powerful 3d softwares.
Introduction
STEP 1

STEP 2
STEP 3
Now you are ready to import a new tool into ZBRUSH and create the maps you need.
STEP 4
STEP 5

STEP 6





STEP 7

STEP 8
This tutorial helps you to understand a bit about mapping procedures of these two useful and powerful 3d softwares.
Introduction
You must already know Creation (modeling), Importing/Exporting within both 3D Studio MAX and ZBRUSH. Also the maps creation in ZBRUSH and UWVs in 3D Studio MAX.If you have your base model made in 3d Studio Max the steps are the followings:
STEP 1
Once the base mesh is done, and you want ZBRUSH only for details such as diffuse and bumps, you have to set up Well the UWVs Coordinates (to set a good UWV map.)
The base model made in 3D max, and its UWV sets.
Once you have the mesh and its UWVs done, you can export a new OBJ from 3D Studio Max. It would be better if you’d export it with the Guru Wave: Exporting Plugin, because, it has a preset that made ZBRUSH OBJs (look for gw::OBJExporter at www.guruware.at/main/ivy/index.html).
Now you are ready to import a new tool into ZBRUSH and create the maps you need.
STEP 4
Apply as many “divisions” into ZBRUSH to your imported OBJ and create the maps you need.
Once you have ready all the maps DIFUSE,CAVITY,DISPLACEMENT and NORMAL, you are ready for the next important step. Before you do that, be sure that your maps(.tiff, .psd, or .bmps) are all the same size, so you can obtain a better result for the rendering process in 3d Studio MAX.
ZBRUSH final Result of the Imported OBJ.
Before applying maps to a 3d Max material, you need to flip them vertically, otherwise they won’t fit to the mesh. Also the Alpha Chanel by ZBRUSH is a bit different than the one of 3D Max and also other 3D software such as MAYA. ZBRUSH, in a displacement map for example, uses the grey color to identify there is no displace at all, while 3d MAX (and others) use the black color. So you need to set up the RGB Offset in Output into Material (in 3d max) so instead of value: 1 you can try the value: -5 that in my case worked.
Take a look at the following maps:
*Note that DISPLACEMENT map has grey as base color, which has to be set to black, as said before.DISPLACEMENT MAP(not flipped)
DIFFUSE MAP (flipped)
CAVITYY MAP(not flipped)
So you have the maps created within ZBRUSH, you flipped them, and you know that the displacement map’s RGB Offset has to be set to value -0.5 instead of value 1, but you could still have some problems on fitting well the textures. That’s probably because in ZBRUSH when you imported the OBJ created in 3d MAX, and you started applying all the “painting” and shape modification, you didn’t select the Store MT into Morph Target.
That would help you to remember the original shape of your primary exported OBJ from 3d MAX. But there is also a solution and this one is: You re-export the OBJ form ZBRUSH, but this time with no division” (smooth) on it. And this will be your OBJ – mesh that you apply maps to.
Now you are ready to test your images. Do that simply putting the right maps to the right places (where they belong).
Diffuse Map to Diffuse,
Normal Map to Bump Map,
Displacement Map to Displacement (by the way be sure you pick a SHADER(“renderer”) you can
handle it best, because VRAY has different result with different procedures than Mental Ray or
SCANLINE).
Cavity Map to Glossiness or RGlossiness(Vray) Map,
Normal Map to Bump Map
If you do want to render a model you started to create straight into ZBRUSH
Before you need to apply any kind of modifications onto the mesh you create into ZBRUSH, you need, first of all, to export this mesh at a base MODE (not too many divisions) into a OBJ. Once you exported it you import it into 3D Max and set up the UWVs coordinates. From now on you go ahead like said up there.
For the result I couldn't render, is not much to say, except that with these UWV coordinates you will have some texture problems, so the most important part is to set up well, the UWV map of your primary mesh obj, that you will import into Zbrush.
You can improve details and quality but it needs time. So it’s up to you whether you want to make a quick model to be animated or to make a High Quality Still Image (HQSI) ☺..This passage from ZBRUSH to 3d Max and vice versa, helps you avoiding exporting the huge models made in ZBRUSH that have millions of polygons into a software that works with pixels and not pixols (like ZBRUSH). Hope it helps you understand a bit about mapping procedures of these two useful and powerful 3d software.
Reference: 3D Graphix
8:41 AM | Labels: 3d software, 3ds max 2012 tutorial, 3ds max zbrush workflow, Importing/Exporting, mapping, MODELING in 3ds max, quick tips, tutorial, UWVs, ZBrush 4R2 | 0 Comments
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