Augustus Ash
Registered User
Join date: 7 Jan 2006
Posts: 2
|
06-10-2006 15:38
Hi there, I was just wondering if anyone had a lot of experience with Deep Paint 3d? The one problem I'm having is specific; when I load the avatars, male or female, its rendered oddly, with very angular, blocky edges. This wouldn't be a problem, but the spot lighting catches these and throws odd shadows over the model, which makes it awkward to see what you're painting a lot of the time. I loaded up one of the example models that came with the Deep Paint program and they only show the same angular rendering when I change the rendering levels in the control panel to make them show it. Changing this option with the SL models doesn't render them any differently. It's very frustrating! 
|
Chip Midnight
ate my baby!
Join date: 1 May 2003
Posts: 10,231
|
06-10-2006 19:00
Hi Augustus. I don't use Deep Paint but if memory serves what you're seeing is the model with no polygon smoothing applied. In other words you're seeing each polygon rendered as a seperately shaded facets and not smoothed with adjacent polygons. Try searching Deep Paint's help file for "smoothing" and see if you can find out how to apply it to the model. If that doesn't work search this forum. At one point I posted a zip of the avatar models in .3ds format.
_____________________
 My other hobby: www.live365.com/stations/chip_midnight
|
Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
|
06-10-2006 19:13
I can't help you with Deep Paint 3D specifically since I don't own it (although Robin does, and she might have some more info on this), but I can tell you that the OBJ's LL provides are a little weird. They behave very strangley in Maya, at least. "Angular blocky edges" could be one way to describe one of the problems with them, so I wonder if you're seeing the same thing I am.
They certainly don't look like normal polygons in any case. What I'm seeing is well beyond just a normal-smoothing issue.
I've got two fixes. The first probably won't help you with Deep Paint, but I'll explain it anyway. The second will work if you have Poser or DAZ Studio.
1. Convert the model from poly to subdiv. I doubt you can do this in Deep Paint, but it solves the problem in Maya. As long as you're using high res tesselation, the geometry of the model will be well replicated, and the UV's will not change.
-OR-
2. Ditch the Linden OBJ's, open the Poser files in Poser or DAZ Studio, and then export new OBJ's from there. I've never had any trouble with OBJ's I've made this way. Not sure why LL did.
Again, I don't know if this is exactly what you need or not since I can't really see the problem you're having, but since it sounds a little like the one I was having before, I figured it was worth mentioning.
_____________________
.
Land now available for rent in Indigo. Low rates. Quiet, low-lag mainland sim with good neighbors. IM me in-world if you're interested.
|
Cottonteil Muromachi
Abominable
Join date: 2 Mar 2005
Posts: 1,071
|
06-11-2006 03:03
From: Augustus Ash The one problem I'm having is specific; when I load the avatars, male or female, its rendered oddly, with very angular, blocky edges.
Have you tried the file called SL_avatar_OBJ in the root folder? The one in the SL Avatar folder will be very screwy since the polys will be broken into individual pieces when you open it.
|
Augustus Ash
Registered User
Join date: 7 Jan 2006
Posts: 2
|
06-11-2006 03:17
From: Cottonteil Muromachi Have you tried the file called SL_avatar_OBJ in the root folder?
The one in the SL Avatar folder will be very screwy since the polys will be broken into individual pieces when you open it. Thank you everyone, especially Cottonteil. This seems to have fixed it! I never thought to try the SL_avatar_OBJ, since in Tattoo the ones in the avatar worked perfectly. I'm very pleased!
|