Author Topic: "Stamping" things - Request tips on aligning them and using more than one color  (Read 957 times)

SITUATION:
I am making some control panels, and similar things with simple raised and recessed geometry.  Rather than bother with a high-poly version of the mesh will all the buttons modeled (and then needing to bake the high-poly onto the low-poly), I'm thinking it might be just as good, and a whole lot easier to simply "stamp" things onto a flat surface using Normal stamps and/or a simple Alpha stamp on the Height Channel.

I do want this to look good, but it is not a "hero prop" and will not be used for a photorealistic rendering.  Think of it as a "very nice" game asset.


QUESTION 1:
Do you have any general suggestions on deciding between the "Normal Stamp tools" and using a simple alpha on the brush for the Height Channel?  It would certainly be easier for me to make custom brush alphas, but what other considerations are there?

QUESTION 2:
Any tips on how best to line up my stamping?
Could I use the "straight line" feature and the Brush "Spacing" to do it?
I suppose I could create a custom alpha in some other tool where I can align and ensure things are equally spaced, and then stamp all the buttons at one time, but I'm wondering if there's a practical way to just go "stamp, stamp, stamp" in Painter and get them all lined up nicely?  Painter doesn't have a "grid" I can snap to, at least none that I'm aware of.

QUESTION 3:
I want to have some "buttons" with different colors.  And some will also have an Emissive (glow) Channel applied to them.  Would you just eyeball your brush and re-stamp over them with the height/normal channel turned off and the base color/emissive channel(s) turned on?



Here are a couple pictures to give you an idea of what I'm talking about...



Last Edit: May 23, 2018, 11:58:37 pm
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A1: From my experience, normal stamps are better and gives you better height detaling than just solid white alpha height stamps.

A2: If you have good uv islands I'd use the 2D uv view to do my stamping.  You can rotate the 2D canvas, which I think in some cases better than rotating the brush in 3D view. Plus symmetry works in 2D - I think that's an underrated Painter feature actually, even 3dCoat can't do that.

A3: Manual is probably the quickest way if using stamps.  I'd use mat IDs if there are lots of buttons.

Hey, thanks again.
I'm working playing with some stamping right now.

I tested the "straight line tool" (Shift + Left_Click) and with a generous Spacing on the mouse, that seems to work pretty well for a row of button, lights, or whatever.

Last night I was researching how to make your own Hard Surface (Normal) Stamps, and it seemed a lot more convoluted than I was expecting.  Not insurmountable or unlearnable, but more steps that I thought would be involved.  Maybe I was unlucky and found bad tutorials.

As always, your insight is much appreciated.
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Thanks too.

While validating my answers by actually opening Painter up, I found out that not all stock hard surface normals are the same.

Some have in/out settings exposed while others it's not available.  Like the plus or cross sign for example.  It has an in/out "on" option.  Circle one has other settings show up. So does the egg shape.  You can have thicker edges and choice of bevel direction.

I know these custom settings are common with the procedural textures and alphas but I never realized before that some normal stamps have them too.
Last Edit: May 24, 2018, 06:39:28 am