![]() In the video, I show the difference of this function between ZBrush and 3D-Coat. I made this video to demonstrate to all of you why the MidValue function is essential and important. The image bellow I'm trying to show the importance of MidValue to fix possibles problems with the alphas: This makes me completely sad because I would like to do all my work within 3D-Coat because 3D-Coat is my main program.Īt the moment, unfortunately, I do not like to say this, but I have to agree with many other artists that I listen to that they use the competing program to detail their characters because they have the means to do so. I know it's annoying to say that, but unfortunately if I do not figure out a way to detail my characters inside 3D-Coat, I'm going to have to use another program for that. Sometimes alphas textures (displacements) bought on websites when they are used inside 3D-Coat have the same IMAGE effects as I did (above picture) because there is no function inside 3D-Coat that controls Midvalue.Īnd to be very honest with you, I do not know how to fix the Alphas in an external program, even though I know that 127, 127, 127 (gray) is the point of no deformation. If the user does not have a control similar to MidValue, it will be very difficult for the artist to perform his quality work within 3D-Coat and this will cause the artist to try to do his work in another program.Īnd more complicated is the artist who has no knowledge of trying to fix the alpha in an external program just because of MidValue. It is very complicated for an artist to use alphas to detail a character without having control of how the alpha will deform the surface of the mesh. From what I know, there is no control to solve this within 3D-Coat. If you do not use Falloff, the alpha will look rectangular step inward or outward. To apply detailing on a character is virtually impossible, because there is no way to control the alpha on the surface of a flattened way, ie only the detailing on the surface without inflating and deforming the the surface of the character. The result is a surface inflated inward or inflated outwards. We also give links to pages which describe material significantly related to alphas.ĬATEGORIES Brushes 2D Adobe Photoshop Substance Painter 3D 3D-Coat Blender ZBrush 3D-Coat Blender Photoshop Substance Designer Substance Painter ZBrushI'm trying to use Falloff to try to control Alpha's MidValue. In addition, you can make your own alphas, and also turn alphas into other tools, such as Stencils (which are masking tools that offer a different, and powerful, set of capabilities).īelow, we describe the most common ways of obtaining and using alphas. And probably a few other things I can’t think of right now. They can affect masking (which parts of an model or painting you work with), brush appearance, how colors, or materials are laid down, and the shape of sculpts. In ZBrush, alphas are used for much more than just bump or displacement maps. Some other programs are limited to 8-bit alphas, which can produce noticeable ‘stairstepping’ artifacts. Note: ZBrush alphas are 16 bits in depth, which simply put means that they can produce much smoother gradations in gray, and hence wherever they used. For example, bump maps and displacement maps (both in ZBrush and in other programs) are both alphas the gray intensity represents the height or depth of the bump or displacement. It can be used to represent intensity, masking, and similar things. You can use these alphas in any 3d software.ĪLPHAS An Alpha is a grayscale intensity map. ![]() ![]() 33 Organic_Skin Alphas (Seamless & Tileable) Vol 20 ![]()
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