Forum Replies Created

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  • Richard Powell

    December 15, 2005 at 9:05 am in reply to: Texture Painting with Alpha

    That’s a good question. I’ve wanted to paste an image into multiple channels myself but ended up just doing it multiple times, once into each channel. I activated each channel and pasted into each separately rather than having them all activated at once, because on my first try, with them all on, the paste only happened in the color channel. Luckily the texture stays put, and if you’re marqueeing the whole thing and not moving your camera, the registration on the images won’t be offset.

    As for the gray, still not sure about that. When you load an image, I think I just noticed the other day that the layer manager will show you the actual layers of the psd you opened. So you can turn off layers that aren’t used if you want.

    The Vital Distraction Bodypaint dvd is a good place to learn all this stuff. They had it at the last place I worked. I need to go there to watch it a second time to get all the tricks down.

    https://mograph.net

  • Richard Powell

    December 15, 2005 at 3:50 am in reply to: Texture Painting with Alpha

    Oh, you’re putting text on the flower itself? Wow, that’ll resolve from exactly one angle, the angle you paint from. So painting is the thing, and you do mean bodypaint, eh?

    You shouldn’t need to worry about the alpha if you load your text image from a psd with a transparent background. Load it, open it in your texture window, marquee it, copy, select your viewport showing your flower model, and paste it there. I think that’s what you’re getting at, but it’s much like flat mapping. You’ll get ‘shadows’ where the text image didn’t paste, which you could always fill in by painting with a brush.

    I’d just be careful with layers in bodypaint. Make sure you’re doing everything to different layers, basically, just like photoshop.

    https://mograph.net

  • Richard Powell

    December 14, 2005 at 9:16 am in reply to: more ai fun – additonal questions

    Function>Connect and Structure>Explode Segments are much the same as illustrator’s Make Compound Path and Release Compound Path. Sounds like you need to do some connecting.

    https://mograph.net

  • Richard Powell

    December 14, 2005 at 9:14 am in reply to: Texture Painting with Alpha

    When you say ‘projection paint’ it makes me think you’re in Bodypaint. In fact I’m sure you are. But I think you might be making it harder than it is. Since you already have your flower, might as well just slate that and not throw another layer on it. If you load the image and its matte into another material and apply to the right of the first, leaving ‘mix textures’ unticked, you get an applique of that image. This is called ‘alpha mapping.’ Rather than go through all the steps involved in Bodypaint, you might as well go to whatever angle you want and use ‘Flat’ as a projection, abetted by ‘Fit to Object’ / ‘Fit to Region’ (and drawing the region). Then use the texture / texture axis tool to scale and position it how you want.

    But text on a flower is hard to picture, so I’m not sure I’m reading you. And then there’s that term ‘multichannel painting,’ which again is a very cool BP function but is it really necessary here?

    https://mograph.net

  • Richard Powell

    December 12, 2005 at 10:59 pm in reply to: bake
  • Richard Powell

    December 5, 2005 at 8:03 am in reply to: Modeling Question

    That’s just what he’s calling ‘point to point modelling.’ You can start with a single poly plane, a fact of a cube, or even with an empty polygon object (Objects>Polygon Object), and then add points. Once you have four, make them into a polygon. Then add more points/faces and continue on down the line. If you start with an empty polygon object, you have to add your own phong tag.

    When I say ‘add more points,’ the best tool for this I think continues to be Arndt’s ‘Edge Extrude Pro,’ which is still useful despite v9’s big modeling advances. Find it at tools4d.com.

    https://mograph.net

  • Richard Powell

    November 15, 2005 at 5:14 am in reply to: Reference motion graphics spots?

    Sig test

    .

    https://mograph.net

  • Richard Powell

    November 15, 2005 at 5:07 am in reply to: Reference motion graphics spots?

    625 reel links, from psyop to some guy in Kuala Lumpur, rated, most with locations:

    https://mograph.net

  • Richard Powell

    November 14, 2005 at 8:09 pm in reply to: looping noise

    Not anymore afaik. It was for awhile via a plugin by Bodhinut/Cidertank/Core Arsenal, but that’s been discontinued.

    If you have After Effects, Fractal Noise (or one of the other default noises) loops. If you combine this with other effects such as displacement you can get some interesting patterns.

  • Richard Powell

    November 12, 2005 at 5:39 pm in reply to: animations upon moving ball

    Oh my.

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