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headus 3D scans

unwrapping to a specific pattern?
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SLI_Fallen



Posts: 66
Joined: 19 Dec 2008

PostPosted: Fri Jan 30, 2009 7:17 am    Post subject: Reply with quote

headus wrote:
Thanks for the info!

I had heard about Photoshop's 3d paint, and in fact have used UVLayout to process a head scan for someone to load into PS. Its been suggested to me that a UVLayout to PS plugin would be a good idea, but I'm not sure that PS supports geometry reads/writes yet in its plugin interface.

Phil


Well, I can tell you the OBJ based workflow is fine. Especially since i'm using 3DSmax to create the meshes. I just export as OBJ, Unwrap in UVLayout, save as OBJ and then load that OBJ directly in to P.S. CS4 EE and paint away (still learning this part!)

The only (somewhat) tricky part is the format photoshop 3D saves by default is thier own 3D format (.psb) and 3dsmax cant recognize it like it does .psd's so I have to export the 2d layer portion as a psd (or tiff or bmp, etc) and then load it as a material in Max. This extra step does break the interactivity between the two apps (save the .psd then bump the viewport in max to see the changes applied) You just have to save the psd while working in the 2D layer mode and then it is fine.

Um, continuing off topic here there is an issue with 3DSmax 2009 and photoshop CS4 whereas I mentioned above that max "listens" to photoshop and when you update (save) the .psd then go back to max, all you needed to do was bump the viewport and the texture would update. In Max 2009 this no longer works. Someone on autodesks forums wrote a small maxscript to restore this functionality in Max 2009 and I am using it without issue.

I will attach it here for anyone who has both of these apps and wants this 3DSmax feature restored. (note I am using the 64bit version of Max 2009 on Vista 64 so I saved the maxscript to C:\Program Files\Autodesk\3ds Max 2009\Scripts\Startup)
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