Posts Tagged ‘ac3d’
Wednesday, August 13th, 2008
Many times people ask me if it’s possible to create two disconnected shapes from one sculpted prim–without resorting to alpha maps. The answer is yes, you can! It can be a little tricky depending on the shape, but it absolutely can be done. Today I’ll show you how using the AC3D exporter.

Two disconnected shapes made with one sculpted prim.
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Tags: 3d graphics, 3d modeling, ac3d, sculpted prims, sculpties, second life, SL, tutorial
Posted in General, Second Life | 3 Comments »
Tuesday, May 27th, 2008
Remember growing up with paper and crayons when you were a kid? Remember handing your doodles to your parents to hang on the refrigerator? Ah, fond memories. Kids and art may be timeless, but the methods sure have changed! A true child of the digital age, my little girl just made her first 3D model and asked me if I would post it on my blog. So here it is.

It’s a candlestick. Pretty cool, eh?
Tags: 3d model, ac3d, art, cg, cgi, children, crayons, kids
Posted in General | No Comments »
Wednesday, May 14th, 2008
EDIT: The texture monitor is now obsolete. As of 6.4, AC3D now includes its own, much better texture monitor.
A new version of the AC3D texture monitor plugin is available! This version adds a “smart update” feature that prevents the same texture from being reloaded multiple times, even if you use the texture multiple times in your scene. The texture monitor now also ignores files who’s “last modified” time stamp has not changed on disk within the last 10 minutes, so textures you haven’t changed don’t get reloaded. This should make load times much faster, especially in large, heavily-textured scenes.
Enjoy!
Read about the texture monitor or download the file here.
Tags: ac3d, cg, cgi, disk monitor, images, paint, plugins, reload, tcp/ip, texture map, texture monitor
Posted in General, Tools and Plugins | No Comments »
Tuesday, May 13th, 2008
This plugin adds displacement map support to AC3D. Displacement mapping is a technique that deforms the current geometry, displacing the vertices in accordance with elevation values stored in a texture map. This technique is useful for “painting on” details onto a very high resolution mesh.
Displacement maps can be painted with 2D art tools such as Corel, Photoshop or Gimp; or, they can be exported from 3D sculpting programs such as ZBrush or Mudbox. The AC3D displacement map plugin supports 8-bit grayscale and 16-bit red-green (POV-Ray format) displacement maps.
If you are new to displacement mapping, this tutorial explains the process in more detail.
Download the plugin. (Requires Windows XP, AC3D 6.2 or above.)

Tags: ac3d, bump map, cg, cgi, computer graphics, displacement map, height field, heightfield, Mudbox, normal map, POV-Ray, ZBrush
Posted in General, Tools and Plugins | 2 Comments »
Wednesday, May 7th, 2008
Here’s a fun one! Ever wanted to re-create the look of heavy “toon” outlines, but didn’t have a shader for it? Believe it or not, there’s an easy way to fake it using fixed-function only.

Here’s how to do it:
- Make sure all your surface normals are unified (facing outwards) and your polygons are set to 1-sided
- Make a copy of your object and resize it so it is ever-so-slightly larger than the original
- On the copy, set the surface material to black
- Invert the surface normals
That’s it! Nifty, eh? The method’s not perfect–for best results, stick to convex objects–but it’s great for quick renders and on limited hardware platforms where shaders aren’t an option.
Tags: ac3d, cg, cgi, computer graphics, hacks, non-photorealistic rendering, raytracing, rendering, toon shading, tricks
Posted in 3D Tutorials, General | No Comments »