It does create good stuff ! mostly I use it for high poly models I sculpt in Zbrush to extract AO from for faster process or you can convert one texture UV to another model like for example M4 textures to M6 Gen2 as long the model have the same poly count of course so with Gen3 the fun ends here
It even render Ambient Occlusion under Interactive mode , but what the means of using AO maps under materials when rendering using Photoreal mode is to mask the areas of cavities to simukate the dirt-patina on metals or other materials
XNormal extract maps from 3D model not from photos especially best for very high resolution models and big sets . Amazing for hard edge modeling map extractions but for organic modeling I prefer Zbrush Normal and Displacement maps for the rest I go to XNormal .
To have 3D accurate Normals you need 3D model or 4 Photos with different directions of light what is not simple to capture , normal maps converted from picture are worthless especially when get about some volume and not just micro surface as 1 picture converted to normal can give you just info about height the same as bump maps .
XNormal extract maps from 3D model not from photos especially best for very high resolution models and big sets . Amazing for hard edge modeling map extractions but for organic modeling I prefer Zbrush Normal and Displacement maps for the rest I go to XNormal .
To have 3D accurate Normals you need 3D model or 4 Photos with different directions of light what is not simple to capture , normal maps converted from picture are worthless especially when get about some volume and not just micro surface as 1 picture converted to normal can give you just info about height the same as bump maps .
I called it vol.3 so it get nicely with the rest of packs that are coming up
263 shaders in 8 Categories:
Micro Surfaces Smart Layers x 42 can be added to each Metal on TOP for different kind of reflections like star glitter , flakes ( maps based ) brushed etc..
and btw there are not normal maps on the MR .. that are my new micro surfaces reflections distortions not used before . it is a game changer, even metal rendered with empty scene like sky sun looks great and less like just from the production, the retail price for this set is $35.95 as usual ...
Also rendered with my new physical based camera as it allow me to reduce the gaussian filter to 0.70 for more sharpness and 0.50 for far away shots without jagging edges .. the color deep is fantastic and also can produce chromatic aberration if needed
Comments
It does create good stuff ! mostly I use it for high poly models I sculpt in Zbrush to extract AO from for faster process or you can convert one texture UV to another model like for example M4 textures to M6 Gen2 as long the model have the same poly count of course so with Gen3 the fun ends here
Ambient Occlusion maps
It even render Ambient Occlusion under Interactive mode , but what the means of using AO maps under materials when rendering using Photoreal mode is to mask the areas of cavities to simukate the dirt-patina on metals or other materials
This wonderful free web page service that made Normal Maps now makes AO and Displacement too.
http://cpetry.github.io/NormalMap-Online/
...I am eager for vol2 to reach store and hate more than ever "DazSoon"
Hang up in there .. 2 more nights :)
I've not used Xnormal, but have used crazy bump, I presume do similar?
xNormal is so much ore than a Normal Map maker but yes similair in some ways but a lot more powerful in what it can do.
XNormal extract maps from 3D model not from photos especially best for very high resolution models and big sets . Amazing for hard edge modeling map extractions but for organic modeling I prefer Zbrush Normal and Displacement maps for the rest I go to XNormal .
To have 3D accurate Normals you need 3D model or 4 Photos with different directions of light what is not simple to capture , normal maps converted from picture are worthless especially when get about some volume and not just micro surface as 1 picture converted to normal can give you just info about height the same as bump maps .
Your threads are a Pit of Wisdom; Thanks.
The Product is already submitted to the Store
I called it vol.3 so it get nicely with the rest of packs that are coming up
Bling-bling
Cath
You obviously have a lot of Swag ;-)
Yes Sir
and btw there are not normal maps on the MR .. that are my new micro surfaces reflections distortions not used before . it is a game changer, even metal rendered with empty scene like sky sun looks great and less like just from the production, the retail price for this set is $35.95 as usual ...
Also rendered with my new physical based camera as it allow me to reduce the gaussian filter to 0.70 for more sharpness and 0.50 for far away shots without jagging edges .. the color deep is fantastic and also can produce chromatic aberration if needed
Now that's some BLING! lol
I made the hand and BLING in Zbrush the shader on the fibers is also Metal with micro surface cool effect
I was making a leprechaun hand first to grab the gold shader but then got idea for the Bling lol Mec4d Resource
Just noticed the nails. They look interesting.
<squee>
Time to start saving the loose change from down the back of the sofa, methinks.
Hmmm...so submitted to the store. I guess that means vol 4 is next. I bought vol 2 yesterday.
Sigh. I cleaned my out.
Me too. There aren't any coins left down the back of the sofa, but perhaps DAZ would consider accepting chewed-up catnip mice as currency?
hmm, I should have kept the mouse I rescued earlier - maybe that would have done?:)
Already submitted. Damn you work fast!
Now to figure out if I can find some funds to get this when it's released :P
If you found it down the back of the sofa?
Ha, nope cowering under the vacuum cleaner with the cat hovering close by.
Heh.... The cat must have been disappointed
Here 3 more promos
Just amazing!
Thanks !