II. Getting started


  1. Select one of offered OBJ files:

 



Or select file menu and click on inscription "Open OBJ file" and choose file "sample.obj" (it is in the folder Samples):

 

 

2.     If you did all correctly, you see this window when you opened the file:

 

 


 

 

In an offered window there is a set of options which you can specify at loading.

By default, the type UV-mapping is "Keep UV". It means that UV-mapping will not vary, and remains the former. If you want, you can change it. In this case you will leave all as is.

You can smooth object while opening a file. For this put a tick "Smooth an object".

Slider "Millions of polygons" is responsible mesh resolution, amount of millions of polygons after mesh smoothing during the loading. This amount should be greater then amount of pixels on the texture. 

Next options are texture width and texture height. If your video card have less then 256M you should not use size more 2048 (it concerns  height and width of a texture).

Last option is "Subdivision method". There is standard subdivision, when every polygon will be broken on 4 quadrangles. The adaptive subdivision tries to break every polygon on the set of quadrangles with equal length of side. In most cases it solves the problem of long polygons.

 

  1. When an object is downloaded (something like a wolf), rotate a camera pressing key ALT and left key of a mouse. Move a camera pressing ALT and middle key of a mouse. Move forward and backward pressing ALT + right key of a mouse. Try to  move a camera in different sides:

 


 

  1. Point cursor on menu "File" and you will see the list of command:


In addition: the menu of a file is responsible for the functions connected with files:

-         Open (Opens files of a format .3b – 3D Brush files pulverizing)

 

-         Save file (Saves files)

 

-         Save a file as (Saves files in a format .3b)

 

-         Open OBJ-file ( Opens files of a format  .obj)

 

-         Use original UV set (This option is important for the models with overlapped UV clusters, for example with mirrored UV-s. In this case you shod load the model with "Keep clusters" option (see "Open OBJ") UV-coordinates will be changed in so way that texture clusters will not overlap each other. If the option "Use original UV set" is checked, then models and textures will be exported with the original UV set, in other case - with new UV – set)

 

-         Save texture (Saves current texture in formats – DDS, JPEG, TGA, BMP)

 

-         Save a card of normals (saves a card of normals current object in formats – DDS, JPEG, TGA, BMP)

 

-         Download texture (Downloads texture for current layer without changing the mask of layer transparency, in formats – DDS, JPEG, TGA, BMP)

 

-         Save depth of current layer to texture (Saves depth of current layer to texture, edit it in graphical editor and download it again. This texture can also be used as displacement-map)

 

-         Save depths of visible layers to texture ( Saves depths of visible layers to texture, edit it in graphical editor and download it again. This texture can also be used as displacement-map)

 

-      Download texture of depth into the current layer (Downloads texture of depth into the current layer. You have to enter factor - multiplier of depth. If you have saved texture, you can look this factor up in a file ExportDispHistory.txt)

 

-      Save low-poly mesh (Saves initial OBJ file with changed vertex position)

 

-      Save low-poly mesh  with original positions (Saves low-poly mesh with original positions of vertices)

 

-      Save tangent map for low poly mesh (Saves a card of normals in local extent for low-poly mesh)

 

-      Save mid-poly mesh (Saves mid-poly mesh  (after subdivision))

 

-      Save tangent map for mid poly mesh (Saves a card of normals in local extent for mid-poly mesh (after subdivision)

 

-      Export a high-polygon mesh (Exports a high-polygon mesh - the quantity of polygons is 4 times bigger than in a medium-polygon mesh)

 

-      Export a high-polygon mesh (Exports a high-polygon mesh - the quantity of polygons is 16 times bigger than in a medium-polygon mesh)

 

-      Export a high-polygon mesh (Exports a high-polygon mesh - the quantity of polygons is 64 times bigger than in a medium-polygon mesh. This mesh conforms the level of detailing you work with in 3d-Brush)

 

-      Exit (Exiting the program)

 

 

 

 

 

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3D Brush - Texturing of 3D Model