CompuServe Thread

Meshpaint Brushsize?

8 messages in this thread
#161315From: Scott KleinMar 28, 1995 11:42 AM
I've been using the demo on the vase. Is there a way to select a fine brush for detail work? Thanks. -Scott
#161364From: BRENT W. MALNACKMar 28, 1995 4:22 PM
Scott, Double click on the New icon in the brush menu. Set the brush size down to 3 (you can go down to one). This should make a small brush tip, which will allow for better detail painting. I will upload some new brushsets this afternoon. Brent
#161399From: Scott KleinMar 28, 1995 7:45 PM
Thank you, thought it would be easy.- Scott
#161473From: David StinnettMar 29, 1995 2:25 AM
I've been messing aroung with the Meshpaint demo and I keep running into a limitation it seems to have. Is it by design that you can only have one set of mapping coords applied to any single object? When I have an object with more than one set of coords applied, the paint I put down in one place spreads all over the place. It's as if all the sets of coords were unfolded and the paint I put on one winds up on ALL of them. It would be great if you could paint across different maps and faces with different coords applied, so maps along joints could be effectively blended together (something that 3d paint would seem to be perfectly suited for). More brushes with more control over them would also be nice. Also, I would like to see a render check box so that the object would always stay rendered (it could go to wireframe during a rotation of view or a pan to keep things speedy)… and shouldn't the paint button automatically render the view instead of displaying a message to tell me to press the render button? (it would seem logical) And now if I could only get my Wacom tablet to work in 3DS, I'd be cruisin'….
#161476From: BRENT W. MALNACKMar 29, 1995 5:46 AM
>>Is it by design that you can only have one set of mapping coords applied to any single object? It works the same way that setting textures does in 3DS. We only have the ability to work and/or create one map at a time. >>More brushes with more control over them would also be nice. The shipping version has more brushes than the demo version. Also, I will upload some more brush sets in this forum. You can also create brushes by double clicking on the New box, or by cutting them out of a 2D image (requires shipping version). >>Also, I would like to see a render check box so that the object would always stay rendered. We implemented a feature that if the paint button is selected, and you try to paint, it will render if it hasn't already. Thanks for the comments. Brent
#161495From: Yost GroupMar 29, 1995 9:04 AM
Brent, regarding the first issue David brought up… multiple mapping coords. I think what he's referring to is how you can detach a set of faces in 3DS, apply mapping coords to just that set, and then reattach it to another set, with another set of mapping coords. In that way, you can build up an infinite combination of different mapping types. If you need any help putting together an example of this, just give me a call and I'll help you out. – G
#161519From: M. G. BATCHELORMar 29, 1995 10:45 AM
PMJI, << I think what he's referring to is how you can detach a set of faces in 3DS, apply mapping coords to just that set, and then reattach it to another set, with another set of mapping coords. In that way, you can build up an infinite combination of different mapping types. >> Exactly. And without this capability, MeshPaint becomes really limited in usefulness. Plus, as I mentioned at the beginning of this thread, the paint shoots off away from the intended location even with UV coord's applied, which I don't understand.
#161520From: M. G. BATCHELORMar 29, 1995 10:45 AM
David, << And now if I could only get my Wacom tablet to work in 3DS, I'd be cruisin' >> I've never had any reason to configure my Wacom under 3DS. But, I was about to try, in order to further test MeshPaint. So, it doesn't work ? Could you explain ? I have a SD420E. Thanks, BILL