Photoshop :: How To Do A Fast Preview While Texturing

Aug 13, 2012

I saw a video of some guy making a texture for a 3d model in photoshop and time to time he switched to a window where he could see and manipulate the 3d model with the unfinished texture and no, he didn't save the project and apply it everytime. I was wondering if that was a plug-in or something like that.

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After Effects :: Fast Preview Performance

Apr 25, 2013

I am buying a laptop for AE for mobile reasons.does the fast preview(so the instant result after changing an effect value you get in the preview window) depend on gpu or cpu, or both depending on what effects are used? I am looking at a 670mx for cuda, but 7970m for dominant opengl scores.
 
Will these 2 gpu's give me different performances regarding fast preview,or is looking into different gpu's not a worthy question yet due to After effects mostly being a cpu heavy program? Now i know all that ray tracing acceleration and how nvidia cards are necessary for that, but this is regarding fast preview only.

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AutoDesk Smoke :: No Fast Forward Or Fast Rewind In The Timeline?

Jun 14, 2012

Or is there no fast forward or fast rewind in the timeline. Like double tapping the "L" key or something in other programs...

Editor of things...

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Photoshop :: 3D-texturing

Jun 29, 2005

if it's possible to do kind of 3D-texturing in photoshop.

The grid looks very ugly as it's just a flat pattern on top of the model. I'd imagine photoshop could somehow do 3D-texturing based on the bevel blending I´ve used in the model.

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Photoshop :: Texturing DVD

Apr 16, 2007

Anyone used/bought this DVD ?

It sounds like it would be interesting, but I don't think I want to spend that much on it unless I had some reliable information.

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Photoshop :: Texturing A Photo

Jan 25, 2007

I have a high resolution image for an event we're promoting. The theme/title is "Breaking the Mold" I had a hard time thinking of a concept to go with and have sketched a few things out.

But I really want this to look like a movie poster or a game cover. Anyway the conference is, from what I'm told is to deal with leadership and breaking the way things are normally done.

So I figured I'd try something like a guy kneeling or standing in a business suit, tearing his coat off, like a Superman type deal, but have only half of the image as a statue, while the top half is the man breaking out of the mold (so to speak).

So my question is, once I find a suitable image, how can I take a textured image or background and lay it over the man's body to make it look like he's in the mold itself.

I have thought about creating a brush with the texture and painting over the man and setting layer effects to "pin light" and setting opacity. While this works with paint pretty well, I figured it might work with texture.

But how do I create the brush with the texture for a high resolution image?

Now after I crop the man out of whatever background he's in, and I take a complete huge picture of a statue, plaster, broken concrete, can I just lay it over the man. Because I've tried it with a quick sample I had as a test and set the layer settings to all the ones on there, but the concrete would not wrap around the shadows, and highlights well. The texture would remain flat and not have depth of the man's body.

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Photoshop :: Some Basic Tips For Texturing...

Jun 23, 2003

Pretty much my main downfall when it comes to working with Photoshop, is my lack-of-expierence with texturing.

For example, I'm trying to figure out how to make a gray-ish type metal texture.

Basically, are their any *general* tips to get me going, on texturing? Using the metal example?

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Maya :: Photoshop / Unity - Looking For Texturing Workflow

Feb 11, 2014

I'm working on a hobby project for a game in Unity3d. When it comes to texturing my Maya models and bringing everything into Unity, I often find myself lost in a very tedious workflow. How to organize the texturing process between different applications.Here is what I'm doing right now: 

1. export UV snapshot from Maya and open it in Photoshop
2. use premade textures, photo reference and hand painted images in PS to build a diffuse texture
3. export as an image file and check it on the model in Maya
4. go back to PS, adjust and start building a specularity/gloss map, as well as use premade normal map textures or hand painted bump maps to create all those different maps
5. export layer groups from PS into individual texture file (diffuse, specular, normal, emission etc...)
6. assign everything in Maya and check if it looks ok (I prefer doing this in Maya, so I could change the model or UVs if needed)
7. export another set of texture maps from PS to meet the requirements of Unity (diffuse with gloss in Alpha channel ect)
8. assign and test everything in unity and make prefabs for my developer
 
As you can see I spend a lot of time on exporting up to 6 versions of one texture for different purposes for Maya and for Unity. Everytime I want to change something, I have to manually go in and re-export and refresh those textures. I'm trying to use actions in Photoshop and a Mel script in Maya to make that easier, but still it's a lot of tedious work spent on just updating images. 
 
I actually started off using PSD networks in Maya. I would create my material, let Maya create a PSD file with different layer sets assigned to my shader and let it all refresh at once without having to export. That sounds like a reasonable workflow, but I stopped using it, because networks with layer sets only support flattened Photoshop data, so no layer effects and non-destructive editing from within PS. And every once in a while my PSD network would break and corrupt my PSD files, making it impossible to save them or open again.

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Photoshop :: CC - 3D Texturing Slow (suspected Culprit - Live Previews) - Can Turn Off

Sep 3, 2013

We do a lot of 3D texturing for models. While CS6 was doing that just fine, CC has a problem. When we paint on 3D model directly, it has a 0.5-1 second lag. That's acceptable, as it's not used much. However from CC it started to lag even when painting directly on unfolded texture. Which basically interferes with our job.
 
It seems that there is no applying step anymore when switching from flat texture to 3D view and all changes are applied on 3D immediately when we paint on flat texture. Release notes say it's a 100x speed improvement, but we don't really see it. We see this behaviour on 2 computers: OS X one and Win8 one.
 
So my question is - can we turn immediate change applying on 3D model off?

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3ds Max :: How To Unwrap Weapon For Texturing

Mar 16, 2012

I am currently trying to unwrap a weapon for texturing and some of the faces are flipped only in the UV Editor. I have the option under xView Flipped UVW Faces checked on and they only pop up when I have the Unwrap UVW Modifier highlighted and in use. I've tried to flip them or mirror them under the editor but it doesn't seem to work. Under Edit Poly, Flipped UVW Faces isn't applicable. I even tried deleting a polygon and creating a new one in its place but I get the same result. I also reset x form just to see what would occur and they are still there. I'm to the point that I think it isn't as big a deal as I'm making it out to be but want to get a second opinion before I move on to unwrapping.

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3ds Max :: Texturing Faces Of Same Polygon

Mar 29, 2012

I have made a cube, and given a basic cube UV map. The material I want is a standard 2D map (say noise). The problem is that each face gets the same pattern of noise. I would have the same result if I had a basic bitmap as the material.

My solution has been to make a Multi-Sub material, and then use a different noise seed for each side of the cube. This works fine, but it makes it time consuming to do something like change the color of the cube (as I would have to edit 5/6 materials).

So, I am asking, is there a way to either make the UV behave as if each face was part of the same "thing" (spread one noise map over the image/stretch the bitmap). Perhaps make an object use multiple materials (or something like that), so that I can have a Multi-Sub for a greyscale noise, and then a basic color that I can change to effect all of the sides at once.

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3ds Max :: Texturing Using Viewport Canvas

Mar 9, 2011

I am having a problem when texturing using the viewport canvas. Whenever I activate the brush tool, the light on the texture seems to change. The first image shows what the texture should look like. The 2nd image shows what happens when the brush tool is active. The texture for the body gets washed out. I have my viewport settings on default lights and hardware shading turned off. I've deleted all my lights in the scene but it doesnt seem to matter.

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3ds Max :: Texturing Individual Polygons?

Jan 10, 2012

I started University a few months back and we are currently doing an assignment with Max. Now we arent allowed to use Unwrap UVWs cos apparently thats too above us at the moment so we have to apply a texture, and then apply a UVW map. However, I know it is possible to apply a texture to selected Polygons but how do I actually go about doing this as every time I try, it just applies the texture to the whole object.

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3ds Max :: Texturing In 64bit Version

Nov 24, 2011

I'm using the 64bit version of 3Ds Max 2012 (student licence) and I've been having a bit of trouble with a bit of functionality I'm used to using that doesn't appear to be available in this version.

Basically, I want to add a .mov (or .avi - a movie file) to my alpha map. I've done this before in earlier versions with no issues and it's exactly the effect I'm looking for in this scene I'm working on. When I go to add either of those file types they simply don't appear in the 'bitmap' section while browsing files.

From looking online I've heard that this is an issue only in the 64bit version and it works perfectly well in the 32bit. My questions are:

- Is this an issue that's being worked on, a deliberate product feature (why?), or an oversight?
- Are there other movie file types that do work in the 64 bit version that I can use instead?
- Would uninstalling max and reinstalling with the 32 bit version have a negative effect on the files I've created within my current version?

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3ds Max Modeling :: Texturing And Rendering?

Jun 14, 2013

how to texture and render like how they did in the movie: OnePiece 3D Mugiwara chase, here is the link: URL.... If you'll notice the textures aren't that detailed and the characters seem to have a black outline in most places, which changes as they pose differently, also the eyes aren't exactly a seperate 3d object which has been placed in the eye socket, the eyes are somehow just placed in their respective locations and animate as the characters look somewhere else.

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3ds Max Modeling :: Can Separate The Geometry For Texturing

Apr 10, 2011

as you see in the pic, top is blue and bottom is gray.I approached this by applying texture to selected polygons.I don't want to detach the mesh.

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3ds Max :: Accurate On Texturing Because Of Graphic Logo And Words

Jul 26, 2012

I'm working on 3d branding, so I need to be very accurate on texturing because of graphic logo and words.Although the model wasn't so complex, somehow texture him so messed, there a distortions on corners.the checker pattern isn't seem correctly on model.I've tried every method (3Ds max 2012):

1. select edges and convert them as seams, and choose the faces for making them planar, or on projection.
2. relax
3. flatten map and stitching
4. simple projection
5. uvw map paste
6. strigthen and so on.

I'm looking for result like this: URL....but I have to say that on my model, the graphic in his sides too, and not a solid color.

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3ds Max :: Texturing Multi-objects For Single Model

Jan 16, 2013

I have a question that involves texturing multi objects for a single model.

1 - should I texture the peices first and then attach them together

or

2 - should i attach the pieces together and then texture them.

Also, once the model are attached, should I still weld the vertices and if I dont weld them, will it affect the animation when I rig the model?

Rig: Intel Core Quad CPU Q6600 @ 2.40GHZ
8gb RAM
64bit OS
GeForce 660i GTX
3DS Max 2013

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GIMP :: Copy / Paste Alpha Channel - Texturing

May 18, 2013

I have some textures, and i am trying to pack them into texture atlas. All of them are RGBA png's generated with PIL (Python Image Lib). I am opening all of them in gimp and copy-pasting them into their new place in texture atlas.

But i have noticed something strange, i am storing specular map in alpha channel of my diffuse textures, and emission value in alpha channel of normal textures.

The problem is, that GIMP does not copy pixels with 0 alpha value into clipboard. So, when i am trying to copy a normal map from source to atlas, and if emission value is 0, then GIMP is not copying anything, i am getting empty layer pasted into my atlas, if there are 0 alpha value pixels in diffuse map they are not copied to destination, even selection outline shows that there are no pixels in places where specular is set to 0.

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Photoshop :: PNG For A WEB - None / Fast Or Smallest / Slow?

Oct 15, 2013

I need to do for a WEB many PNG icons (aprox. 70x70 pixels e/a). There will be like 20 of them loaded in the WEB at the same time. which kind of compression I should pick when I save as a PNG: "None/Fast" or "Smallest/Slow", and "Interlaced" or notMy main concern is that the WEB page should load them the fastest possible. 

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Photoshop :: How Do I Remove Backgrounds Fast?

Feb 23, 2008

I have some images lots of them(like over 200) and I want the fastest easiest way to remove the background and keep the look of the text(ie nothing gets lost from it).

I am going to save them as transparent gifs but like I said I don't know how to do them very fast.

They all are black on white:

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Photoshop :: CS So Slow On A Fast Hardware!

Feb 23, 2004

I rcently installed PS CS on my Dell Inspiron 8500 notebook, a P4 2.6GHz, 1GB RAM, 64Mb GeForce 4 4200 (15.4" WUXGA+ 1680x1050), Hitachi 60GB 7,200rpm disk, DVD+RW and it so unbelievably slow. I cannot even do a simple Elliptical Marquee without having to wait ages (a lot of disk I/O activity). The settings of CS are at default. It's completely put me off this software-am I missing something here?

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Photoshop :: Jittery Cursor Vibrates Very Fast - CS6 / CC?

Oct 29, 2013

The best way to describe it is that the cursor vibrates very fast in some circumstances, especially when using the Brush tool and adjusting its size using Cmd + Alt + Drag, as well as pressing Alt to sample a color when using the Brush tool. The issue does not happen when using the eyedropper tool.
 
Video:
 
This has been around in both Photoshop CS6 and CC, on both OS X Mountain Lion and Mavericks. I have reproduced the bug on both my Late 2008 MacBook Pro using a Wacom Bamboo Fun, a Wacom Intuos 4 and a Wacom Intuos 5 (all with latest drivers) and same with four new iMacs running both Mountain Lion and Mavericks. It does not happen with a mouse. It cannot be interference, as I can always reliably reproduce this is three separate cities around the world.
 
If the Wacom tablet was sending jittery coordinates to the computer, then surely the mouse cursor would also vibrate, or at least the Eyedropper tool would exhibit the same bug that the Brush tool while pressing Alt to color sample does.
 
To test it, please use a Wacom pen and try adjusting the brush size using Cmd + Alt + Drag, as well as using the brush tool and pressing Alt to sample a color (preferably on a photo or noise so that you can clearly see the difference between various pixels and colors. Be sure to not be zoomed in too much, try zooming to 100% or less, otherwise the pixels are too far from each other for the jitter to make a difference.

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Photoshop :: Fast Selection Of Ruler Tool?

Oct 15, 2012

I often use the ruler tool. Its located below the eyedropper tools.

How can I bring up this tool to select it with one fast click - instead of long clicking at the eyedropper to wait the popping up the (sub)tools.

The shortcut "I" only selects the first of the tools.

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Photoshop :: Changing Brush Settings Fast

Feb 15, 2013

How to control the angle and roundness without having to constantly do it within the panel.

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Photoshop :: Fast And Easy To Load ALL Brushes?

Nov 11, 2004

is there a fast and easy to load ALL brushes? or must you go one by one?

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Photoshop :: What Settings Best Set For System To Move Fast Enough In CS6 Extended

May 21, 2012

.I'm trying to figure out if I have my preferences set up in Photoshop set up correctly...I have 18 GB of RAM and my smudge tool isnt responding fast enough, its laggin and sluggish.  Here's my system:

Dell Precision 690
Xenon Quad Core 8GHrtz
Geforce 560 Ti 1GB card
18GB RAM..
plenty of HD space in the TBs...
 
I am particularly trying to find out what settings I can best set for my system to move fast enough in Photoshop CS6 Extended....Prefs>Performace> 

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Photoshop :: Slow Down On A Fast Machine - Clueless On Settings

Jul 21, 2004

Photoshop and system optimization

I am curious if anyone here knows how to really optimize the performance of photoshop CS. I am not getting very good performance, but I don’t know what is wrong. I am a pretty savvy user, so I can set settings and understand whatever I need to, I am just ignorant right now of what photoshop needs to really run at it’s best.

My system and setup is such:
-2.8 p4 hyperthreading
-2 gigs 400mhz pc3200 ram
-serial ATA C: drive, 80 gig
-serial ATA D: drive, 80 gig
-120 gig IDE partitioned, S: (10 gig scratch disk) and T: (110 gig storage)
-128meg Geforce 4 ti…

That is the basic setup of my performance parts. Everything is defragged and the computer runs fine.

My windows settings are:
-Processor Scheduling set to Programs
-Memory Usage set to System Cache
-one page file, set to the C: drive, 2000-3000 MB

My photoshop settings are:
-First Scratch is set to the S: drive (10 gig partition)
-Second scratch is set to the D: drive
-Cache Levels are at 8
-Available RAM is 86% = 1528mb

That is the basic setup.

Here is my problem – photoshop runs pretty clunky For instance, I just opened up a 2.17 meg image, first image of the day to be opened. Immediately my scratch indicator in the status bar reads “Scr: 1.91G/1.44G” and the actual file on the S: drive is 1.93 gigabytes. Also, the photoshop efficiency is at 24%. This is all without having done ANYTHING in photoshop so far. I opened the program, opened a 2 meg file, and those are the results I get.

It typically just gets worse from there. I’ll get major slowdowns, my efficiency will drop to 4 or 3%, the Scratch indicator will sometimes read “Scr: 2.31G/1.44G” or worse. Sometimes photoshop locks up for about 20 seconds or more, the title bars all go white like it’s not responding, and then comes back.

So I am at a loss. I have the hard drives, ram, and CPU for photoshop CS to run fast, right? I don’t see what it isn’t, unless I have something totally set to reduce performance in my swap file or scratches or something.

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Photoshop :: Hard Drive Space Going Mega Fast!

Apr 30, 2005

I have 2 hd`s one 160gb and one 15gb. my 15gb is down to just 98mb again. last week I cleard space for an extra 3gb and just a week later its down to 98mb again! Is windows saving files without me knowing? I only save work on my 160gb.

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Photoshop :: Oil Paint Feature - Preview / No Preview Capability?

Sep 3, 2012

A feature notably absent from the Oil Paint filter is any way to temporarily disable the effect (e.g., not preview it).I happen to like using Oil Paint to make refllections in the surface of water smoother and more "liquid" (which involves turning off the "Shine"), and it would really be nice if I could easily gauge the amount of the effect easily by blinking back and forth between original and processed image with a quick "disable preview" functionality.
 
With most standard filters, one can either uncheck a [ ] Preview box, and/or click the mouse button down on the image to temporarily show what the image is like without the effect.Yes, I know I can turn the Stylization down to 0.1 and see how a very minimal amount of the effect can be  applied.  And I can look at the original image in Photoshop proper, but of course that can't be zoomed while the Oil Paint filter is active.
 
Also, the zooming / panning seems kind of stiffly implemented.In summary, the more or less standard and expected filter features I'd like to see added to this (new class of) GPU-accelerated filters are:Preview/No Preview capability.  It doesn't have to update Photoshop, just the preview display in the filter itself.  I suggest a [  ] Preview checkbox and/or an on-mouse-click temporary effect disable. 

Modal click and drag Zooming vs. Panning - i.e., based on a Zoom or Pan function selected (e.g., via an icon along the left) vs. having to hold modifier keys down.  I personally would want it set to Zoom by default, not Pan.  Since the filter has scroll bars (a Good Thing), I would have thought Zoom would have been a better default as it is. I have implemented these things in my own GPU-accelerated plug-ins, so I know that all the infrastructure Adobe needs to support them is already in there.  These changes are controls only and should be trivial to implement.

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Photoshop :: Camera Raw 7 Slow Zoom In / Out But Fast Process 2003 Or 2010

May 6, 2012

I did notice that zoom in or out in camera raw is slow , even in middle pc , i'm not talking about hi end pc but i did find it's amazing fast if use process 2003 or 2010. May i use like default the 2003 or 2010 ? How can i do it?

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