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3 Dimensional Chat / 3d organic brushes in maya 8

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indi
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Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 14th Dec 2006 11:59 Edited at: 14th Dec 2006 12:00
wow these are 3d brushes where you just paint them and they grow and populate.
you can adjust a myriad of options, havent found the polycount yet.



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indi
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Posted: 14th Dec 2006 12:28 Edited at: 14th Dec 2006 12:30
this brush creates 3d vines, I brushed it into a ball.


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indi
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Posted: 14th Dec 2006 12:57 Edited at: 14th Dec 2006 12:57
this one is for curly hair, all 3d wow.


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indi
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Posted: 14th Dec 2006 12:59 Edited at: 14th Dec 2006 12:59
groovy crystals man, peace love and mungbeans.


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indi
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Posted: 14th Dec 2006 13:01 Edited at: 14th Dec 2006 13:02
bubbles


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indi
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Posted: 14th Dec 2006 13:04 Edited at: 14th Dec 2006 13:07
snake skin


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indi
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Posted: 14th Dec 2006 13:08 Edited at: 14th Dec 2006 14:22
hand brush, dont know how to use this one but its there.


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indi
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Posted: 14th Dec 2006 13:10 Edited at: 14th Dec 2006 14:29
tacks


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indi
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Posted: 14th Dec 2006 13:23 Edited at: 14th Dec 2006 14:23
3d ferns, pulled the colours up a bit after in shop.


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indi
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Posted: 14th Dec 2006 13:25 Edited at: 14th Dec 2006 14:24
mushrooms


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indi
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Posted: 14th Dec 2006 13:27 Edited at: 14th Dec 2006 14:25
sunflowers


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indi
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Posted: 14th Dec 2006 13:30 Edited at: 14th Dec 2006 14:24
underwater anemones and kelp


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indi
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Posted: 14th Dec 2006 13:32 Edited at: 14th Dec 2006 14:25
potplants and that will do for now. I think i have worked out that component.


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Roxas
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Posted: 14th Dec 2006 14:00
Omg!!!!

Soul Alchemist W.I.P Thread coming soon!
The crazy
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Posted: 14th Dec 2006 15:53
There's no poly count because they're not polys yet. Come to think of it... I'm not sure what they are at first A nifty thing to do is go to modify -> convert -> paint effects to polygons. Then you have an actual mesh right from that. Beware however. Some of 'em have huge poly counts.

indi
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Posted: 14th Dec 2006 19:24
yeah its an interesting tool,you can build them as nurbs or polygons,
they burn polys with complex structures, however for games you could create low poly renders from high poly textures.

Seppuku Arts
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Location: Cambridgeshire, England
Posted: 15th Dec 2006 00:05
Quote: "hand brush, dont know how to use this one but its there."


Guess that tools is handy...*Tumbleweed blowing off into the distance*

Those are some good brushes

"Cut down the gods if they stand in your way" - Yamamoto Tsunetomo
poke a fish
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Location: Utah
Posted: 15th Dec 2006 04:42 Edited at: 15th Dec 2006 04:44
Quote: "Guess that tools is handy..."

cough cough... ...wow

Paint effects are cool, they have a lot more to choose from that arn't in the paint effects tab. I think there are a few buildings and I know there are a lot of plants and trees to choose from.
There mostly made from polys but they run off a MEL script to determine the size and other characteristics. There built more for video than games since they have built in dynamics for putting in wind and getting them to act accordingly.
Converting them to polygons can change the look of them dramatically, but I guess that can be fixed by tweeking with the converter. Anyway, I like playing around with the paint effects, its always somthing neat to do. Have fun with them.

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indi
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Posted: 15th Dec 2006 23:55
I never found the building brushes poke a fish, but yeah there is a plethora more in the brushes window, Ive set up a bar with the most useful ones.
There is a few errors when it comes to overlapping and inverted polys in some branch sections.
Most of the polycounts are over the top for sure even with one brush stroke.
They will be perfect for building architectural fly-bys, no more 2d/3d decal trees, more render time
I should make a test map and keep it until games can push that many polys.
painting them onto a nurbed surface like a landscape is a lot of fun.

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