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Modeling - Sculpting Dedicated forum to all the modeling questions & comments, from boxmodeling, edge modeling, assembly of shapes, etc. to sculpting.

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Old 18th March 2006, 03:27   #61 (permalink)
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I may have missed an earlier response. Will Hex 2 IMPORT .car files?
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Old 18th March 2006, 04:25   #62 (permalink)
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Quote:
Originally Posted by srnichols
Questions on the cool new features in Hexagaon 2.

I am assuming all the new cool displacement and texturing stuff in Hexagon 2 will need to be rendered in another app since H2 doesn't have a built in renderer.

Will the meshes created by H2 be able to be exported out to modo/lightwave format and rendered in apps like modo 201 with it's new render engine (when it finally gets released) or will I have to pony up MORE cash to get Carrara just for the renderer?

What other current apps/formats will H2 be able to export out to to do the rendering properly?

Can the procedural textures and UV templates be exported out to JPG/PNG/EPS format files?

How will models I create for Poser and DAZ Studio and export out to OBJ format render in those apps? (i'm thinking they won't be compatible)

Thanks in advance.

Steve
This is what is listed under the current options for Hex 1.2

Import: OBJ, 3DS, A3D, DXF, DWG, Illustrator
Export: CAR, A3D, OBJ, 3DS, DXF, DWG, STL

They don't specify if any more are planned. I am not sure that Hex would try to export out to an app like Modo as it would seem to be it's direct competition.

Not sure I understand your last question (How will models I create for Poser and DAZ Studio and export out to OBJ format render in those apps? (i'm thinking they won't be compatible) ).

Changes made to Hex won't affect Poser's abilities. If a solution for getting poser content to Modo or lightwave esists then you would have to use that. I don't know about DAZ|Studio but Poser imports .obj for content creation. I don't know what makes you think Hex won't be compatible. But like I said, I am not sure I understand the question.

Also the webpage states that : Export your fully prepared model to Eovia Carrara™, Hexagon’s 3D rendering companion or to other rendering products supporting standard 3D files, to finalize shaders, set-up lighting and environments, and develop fabulous images of the most inspired models.

I think the portions I underlined answer some of your questions. Hex is made to be compatible with multiple applications.
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Old 18th March 2006, 12:24   #63 (permalink)
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This is looking really good. I have both Silo and Hex but haven't used Silo for ages now. I'm also glad I resisted the temptation to get Modo

If I understand this right then I can model and texture in Hexagon then export as a .car file keeping everything intact in Carrara. If this is correct then it is really cool.
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Old 18th March 2006, 12:33   #64 (permalink)
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Just thought of something. Can the new texture tools be limited to different shading domains on the same model? I couldn't see this in the video.
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Old 18th March 2006, 14:58   #65 (permalink)
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Naes3d, thanks for the feedback.

On the Poser/Studio question, what I meant was that when exporting models to formats supported by those apps (primarily OBJ), will the microdisplacement and textures (inlcuding normal maps) work and be rendered properly.

Poser "smoothes" models all on it's own when it opens an file and it causes some iissues with models.

Sorry, still real new to this modelling stuff (specially subd), though getting better with the help and answers of the great people here and other places.


Cheers.


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Old 18th March 2006, 14:59   #66 (permalink)
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Quote:
Originally Posted by -ash-
Just thought of something. Can the new texture tools be limited to different shading domains on the same model? I couldn't see this in the video.
Good question ash!

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Old 18th March 2006, 15:08   #67 (permalink)
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I have a lively little forum discussion going on about Hex2 over at the DAZ forums and somebody brought up a good question.

Any idea on the licensing of the content of the "Golden Pack"?

If I use one of the base models (the male or female figure for example) to create my own characters and figures and use the textures on it, can I then SELL the model I create?

I don't mean to be a pain with all the questions, but people are considering buying the package based on the questions I am asking.


Thanks,

Steve
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Old 18th March 2006, 15:33   #68 (permalink)
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Hi Steve,

Very good question. The current Hexagon EULA (End User License Agreement) states:
"Redistribution and Content Use. This License prohibits the Recipient from redistributing of any part of the Software Product, including images, models, applets, documents, icons and programs, both for commercial or non-commercial purposes.
This License grants to the Recipient the right to use images and models created through using the Software for either commercial or non-commercial purposes. At no time may the Recipient redistribute images or 3D models that are delivered with the Software. The Recipient may not re-license or re-distribute the images, models or clip art that are delivered with the Software.
"
This is a standard term in Software Licenses.

I'm not a lawyer, and do agree that the above term could be ambiguously interpreted since you have the full right to sell a model you have created with Hexagon, but not to sell a model delivered with the software.
Well, what if you create your own model from a preset?

To be honnest, the spirit of the license of course allows you to make revenue from the work you do with Hexagon, no matter if you created your whole model from scratch or based on a pre-set figure.

So the answer is YES, you will be able to sell models you will have created from any 3D pre-set model delivered with Hexagon 2, by enhancing their geometry, adding details, pose, texture, etc...

We will make it more clear in our Hexagon 2 EULA.

Laurent - Eovia
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Old 18th March 2006, 18:38   #69 (permalink)
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Thomas;
Any chance of our getting an advance copy of the preliminary H2 manual - knowing that it is not finished?
Hal D
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Old 18th March 2006, 21:06   #70 (permalink)
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Thanks Laurent for the clarification. It really helps a lot and answers my question perfectly!

This is GREAT news! This will save a TON of dev time on my part and def enhances the appeal of the product IMHO and I am sure others.

If there is any chance of getting additional base models (quadraped and bird come immediately to mind) myself and I assume others that are beginners would be very interested in purchasing such a collection. They wouldn't have to be very detailed, just a base shape to get us started.

Eovia seems to be very customer oriented and I am glad I have purchased their products. Keep up the great work!

Thanks again.

Cheers,

Steve
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Old 19th March 2006, 00:34   #71 (permalink)
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I knew that I must sell 3D content... but damn.. I can't
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Old 19th March 2006, 01:22   #72 (permalink)
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Others have asked questions that touched on this but I'm still not completely clear. Please forgive me if I'm being redundant.

Will Hexagon 2 allow you to save the UV map as a 2D graphics file so that you can use it to create textures in a 2D paint application? Also, will Hexagon 2 allow you to save the texture created with the brushes (nice demo videos by the way) as a 2D graphics file?

I am presuming that when you create your model and save it as an obj that it will save the resulting textures with it. This model and the texures can then be loaded into something like Poser or DAZ|Studio with complete textures ready to render. I haven't worked with the 3D paint programs like BodyPaint and ZBrush so I'm having trouble picturing how Hexagon 2's brushed textures and displacement maps will integrate with something like Poser. I presume that it will create displacement, bump and texture maps that I can then apply in Poser (or whatever application) to the proper channels.

Am I picturing this correctly?

Thanks
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Old 19th March 2006, 12:04   #73 (permalink)
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Well yes of course? A texture is a 2D file and how it is displayed depends on how you have layed up your UVs. And Supposely since you will be able to diplacementcreating, you will have different fileoption. Since normaly you use tiff for dispmaps. OR do you mean a wireframe export option like in Carraras UV editor? You can always do it there.
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Old 19th March 2006, 16:26   #74 (permalink)
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Quote:
Originally Posted by Thomas
I knew that I must sell 3D content... but damn.. I can't
Thomas, I have seen some of your 3D work and definately would buy some of your models.

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Old 19th March 2006, 16:32   #75 (permalink)
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Quote:
Originally Posted by TheRetiredSailor
Others have asked questions that touched on this but I'm still not completely clear. Please forgive me if I'm being redundant.

Will Hexagon 2 allow you to save the UV map as a 2D graphics file so that you can use it to create textures in a 2D paint application? Also, will Hexagon 2 allow you to save the texture created with the brushes (nice demo videos by the way) as a 2D graphics file?

I am presuming that when you create your model and save it as an obj that it will save the resulting textures with it. This model and the texures can then be loaded into something like Poser or DAZ|Studio with complete textures ready to render. I haven't worked with the 3D paint programs like BodyPaint and ZBrush so I'm having trouble picturing how Hexagon 2's brushed textures and displacement maps will integrate with something like Poser. I presume that it will create displacement, bump and texture maps that I can then apply in Poser (or whatever application) to the proper channels.

Am I picturing this correctly?

Thanks
From what I understand, most modelling programs will "bake" the layered textures into the geometry file. You can also export the textures out to external graphics files. I just saw a video about it out on the luxology site for modo 201.

I am assuming Hex2 will have this type of functionality too.

Not sure about the wireframe templates like DAZ supplies. Usually I use UV Mapper to pull in the OBJ then export the template out from there.

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Old 19th March 2006, 21:09   #76 (permalink)
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Yes, you will be able to export the UV map as image, to create your textures in a 2D editor like Photoshop!
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Old 19th March 2006, 21:23   #77 (permalink)
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is it possible to import photoshop brushes to use in the textureing?
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Old 19th March 2006, 21:38   #78 (permalink)
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Quote:
Originally Posted by -ash-
Just thought of something. Can the new texture tools be limited to different shading domains on the same model? I couldn't see this in the video.
Anyone know if this is possible - I've pre-ordered anyway but it would be nice to know before hand
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Old 19th March 2006, 22:56   #79 (permalink)
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you can import greyscale image as brush, but currently, no "Photoshop format"

Ash: yes, you will be able to draw/paint/reveal on a selected shading domain if I'm not wrong
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Old 19th March 2006, 23:02   #80 (permalink)
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Quote:
Originally Posted by Thomas
you can import greyscale image as brush, but currently, no "Photoshop format"

Ash: yes, you will be able to draw/paint/reveal on a selected shading domain if I'm not wrong
Great, thanks Thomas, I'm really looking forward to this.
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