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FAQ for Blacksmith3D-Suite 3.2

General Painting
Morphing Modeling



General Answers...
Why doesn't Blacksmith3D-Suite run properly on my computer? The display is all messed up.
  • Blacksmith3D-Suite uses OpenGL 1.1 to render the graphics, not only in the 3D display window but the interface as well.
  • Each video card has it's own set of drivers that are responsible for maintaining OpenGL compatibility.
  • In principle, all video cards that support OpenGL 1.1 should be able to run Blacksmith3D-Suite, however, in practice, some video card drivers may have minor bugs, or may not fully support all of OpenGL 1.1's features.
  • For the most part, modern Nvidia, ATI and Intel GPUs should run the software without any issues, however, some specific cards/drivers may experience problems.
  • Updating to the latest video drivers will often clear up any problems that you might be experiencing.
  • It has been reported that several SiS video cards do not work properly with Blacksmith3D-Suite.
  • Essentially, you should test the demo and/or freeware version of the software on your computer before purchasing.


What do the "Culling" options do?
  • Culling is the process in which portions of the surface are omitted from a painting or selection operation.
  • The simplest form of culling is Backface, where polygons that are facing away from the viewport are culled.
  • The Per Vertex option individually tests each vertex to see if it is visible to the user in the current viewport. If it is obscured by one or more polygons, then it is culled.
  • The Per Pixel option is only relevant to paint brushes, and it tests each pixel in the texture maps to see if they are visible in the current viewport. If the UV mapping contains overlapping sections, then this option may not behave as expected.



I'm editing a high resolution object and the software is responding slowly to my actions. How do I speed things up?
  • Maximize the current viewport (using the SPACE BAR hotkey) so only the current viewport is visible.
  • If you are editing one part of an object (e.g. the head of a character) then hide the rest of it (e.g. body) using the Edit->Hide Selected Surface menu option.
  • Create layers for different parts of the object and selectively hide the ones that are not being edited.
  • Make sure the Viewports->General...->Display Selection Quickly option is enabled (it should be by default).
  • Make sure you have enough RAM. If you are editing several high resolution texture maps (e.g. 4000x4000) and you only have 512 MB of ram, then prepare for sluggish performance at best.
  • Dual (or more) processors will dramatically speed up painting speed compared to a single core processor.


Why does the "hot" selection disappear and only the "marquee" remain when I'm finished selecting?
  • The hot selection overlay turns off when a selection brush is not active (by default) so you can properly see what is underneath, which is especially convenient when painting textures.
  • Selection operations like Select All, Soften, etc. will cause the selection overlay to briefly appear so you can see the result of the operation.
  • If you would like the hot selection overlay to always be visible, then choose the Viewports->General...->Always Display Hot Selections option.


What's the difference between “Mirror” and “Symmetry”
  • Mirroring an action is relative to the viewport's space, while symmetry is relative to the object's space.
  • Mirroring is independent of the object's geometric structure while the symmetry options requires an object to be constructed symmetrically. For each vertex on one side of the object, there is a corresponding vertex on the opposite side.
  • Please refer to the Mirror and Symmetry Section of the reference manual for more details.

How do I change the axis of symmetry for an object?
  • Select the Manager tab, locate the object in question and click the triangle button next to it to expand it's properties.
  • Change the Symmetry Axis option to either X, Y or Z

I have symmetry set to “Left to Right”, but when I look at the object, the active side is actually on the “right” side and not the “left”. What's up with that?
  • The terms Left and Right are used loosely with regards to symmetry, since left and right obviously depend on which angle you are viewing the object from.
  • In Blacksmith3D-Suite, the Right side is the Master side by default. When the Left To Right Symmetry option is enabled, the Left side becomes the master.



Painting Answers...
What does it mean when "No Maps" appear across an object?
  • For the current “Display Mode” (e.g. Color Maps), no texture map is assigned to the material(s).
  • Use the “Paint Setup Wizard” to automatically create and and assign texture maps or assign them manually in the “Manger” in the “Materials” section.
  • You can also drag and drop a map from the Maps tab onto an object's surface in the viewport to assign it to the corresponding material.

When I paint on an object, paint appears on parts of the object that I did not intend. Is this a bug?
  • This “Usually” means that the UV mapping has overlapping sections. In other words, two or more polygons are occupying the same space in the texture map.
  • For Blacksmith3D-Paint to function properly, there should be few or no overlapping polygons.
  • Many objects have overlapping UV mapping by design, with the intention of having separate maps for each section. For example, a human character may be UV mapped such that the head uses one texture map with the body uses another. As long as the maps are assigned to the proper materials, these objects will work fine in Blacksmith3D-Paint. In this case, if the user is not the original creator of the object, they should understand how the object's UV mapping is supposed to be used. If not, they can simply use the “Paint Setup Wizard” to create a quick and easy UV mapping to paint with.

When I paint on the front of an object, paint appears on the back, even though culling is not set to "None". What's up?
  • This “usually” means that the object was UV mapped in a very simplistic way where the back and the front of the object share the same UV space. (e.g. Planar mapping without “splitting” the front and back of the object).
  • See the previous FAQ question for more details.

When I paint on a certain part of the object, the resulting texture appears to be “stretched” or “warped”. Am I doing something wrong?
  • This usually means that the shape of the polygon in UV space is dramatically different from it's shape in XYZ space.
  • This often occurs when an object is being UV mapped, either manually or using UV mapping software.
  • Often, users trying to “minimize” the number of UV seams in an object will have to stretch the UV mapping on certain parts of the object (think of the poles of a spherical mapping).
  • If UV seams are not an issue, simply use the “Paint Setup Wizard” which results in very little stretching, by plenty of UV seams.

The Paint Setup Wizard creates so many UV seams, that it is impossible to edit in Photoshop. What's up?
  • UV mapping can be one of the most frustrating an annoying part of 3D modeling.
  • Traditionally, a user will try to UV map an object in such a way that there as few UV seams as possible, so they can paint a texture in software like Photoshop.
  • The whole philosophy behind the Paint Setup Wizard is this... You should be able to click a single button to UV map any object and apply it's textures so it is ready to paint on.
  • The advantage to this system is obvious, it takes a few seconds to prepare any object for painting instead of hours of painstaking manual UV mapping. In addition, since each little section of the UV map is “planar”, so texture stretching in minimized.
  • The disadvantage is that the textures cannot easily be edited in a 2D application, except for color correction, etc.
  • If the texture maps are high resolution (say 1000x1000 pixels or greater, then often the UV seams are not noticeable until you zoom in really close.
  • If the texture map are low resolution (say 256x256) then automatic UV mapping may not be appropriate and manual UV mapping in another software package may be recommended.

I want to paint high resolution textures. Is the auto-UV mapping feature in the “Paint Setup Wizard” appropriate for this?
  • Yes! When painting on high resolution textures, the negative effects associated with painting across UV seams are negligible. They only become noticeable when extreme zooming occurs.


I want to paint low resolution textures for a real-time game model. Is the auto-UV mapping feature in the “Paint Setup Wizard” appropriate for this?
  • Probably not, but it wouldn't hurt to try.
  • If the resolution of the object is low as well (e.g. 100 polygons), then auto-UV mapping may yield acceptable results.
  • If there are many polygons (e.g. 10,000) and the texture resolution is low (e.g. 256X256), then acceptable results are unlikely.


What is that black and white line that appears in the path of my paint stroke?
  • That line represents the points in the path of the brush stroke that have not yet been processed. It allows users using slower responding computers paint with smooth continuous brush strokes.

Morph Answers...
What is a “Morph”?
  • In Blacksmith3D-Suite, a morph is set of displacements for each vertex in the object.
  • Morphs reshape the object without adding or subtracting geometry (additional vertices or polygons).
  • With some creativity, morphs can be created that completely transform one object into another. See the Blacksmith3D gallery for some examples of a human model being morphed in extreme ways (best example is the Man to Bird morph).

I created a morph that rotates a portion of the object by 90 degrees. When I set the morph strength to 50%, it is not rotated 45 degrees, it just looks “flat”. What am I doing wrong?
  • Morphs are linear in nature.
  • For each vertex, there is only a starting point and and end point.
  • When the morph strength is varied between 0% and 100%, the resulting point lies on a line between the two, and not an arc of rotation as you might expect.
  • In other words, the manner in which the morph created is irrelevant (rotation, scale, translation, etc.), only the end result is relevant.

I want to smooth a portion of the object where many vertices are concentrated, and a “peak” in the surface appears and I can't get rid of it. What do I do?
  • This is because smoothing, for each vertex, is the result of averaging it with the surrounding vertices.
  • If there is a concentration of vertices, then they will contribute “more” to the averaging process.
  • Better results can be achieved by using the Flatten option of the Touch-up Deformer after smoothing to get rid of these peaks.

I'm not exactly sure how the “Flatten” option of the “Touch-up Deformer” works. In what direction does the “flattening” take place.
  • The flatten tool will calculate the average surface normal of the selected surface and then flatten in the plane that is perpendicular to it.

I have created several morphs for my object, and I am attempting to use the “Unmorph” option of the “Touch-up Deformer” to restore a portion of the object back to it's original shape and nothing is happening. What is going on?
  • The Unmorph option of the Touch-up Deformer only acts on the current morph target.
  • Most likely, the deformation that you are trying to unmorph exists in another morph target, so make it the current one in the Manager and then proceed to unmorph it.

I am using the “Auto-Select” option of the touch-deformer and I'm smoothing the object. While I drag the mouse in the viewport to smooth the object, portions of the object are not affected. When I release the mouse and try again, it works as it should. What's going on?

  • Most likely, this is because the surface was culled when you began the operation, and smoothing the surface in front of it exposed it in the viewport.
  • The culling is not updated during the deformation (for performance purposes), so you have to release the mouse button and do it again.

When I use a deformer on an object, it is far too sensitive and deforms a lot with a little mouse motion. How do I correct this?
  • Lower the value of the Strength parameter for the deformer.
  • To make the deformer less sensitive, increase the Strength parameter.

The “Bulge” deformer makes parts of my object go in different directions and makes it look very bad. What's wrong?
  • The bulge deformer moved each vertex in the direction of it's surface normal.
  • If the object is not very smooth and has lots of surface detail, then these vertex normals can be pointing in many different directions, resulting in a very messy deformation.
  • You should selectively select and bulge portions of the object instead of trying to everything at once.
  • You may also consider using the Scale deformer instead, depending on the situation.
  • To make an object look more “Cartoon Like”, a good technique to to alternate between smoothing it a little, and bulging it a little, repeating as necessary


Modeling Answers...
What is the purpose of putting modeling features in Blacksmith3D-Suite? Other programs like 3D Studio Max have way more features.
  • The primary reason why modeling features were added to Blacksmith3D-Suite was to complement Blacksmith3D-Morph.
  • All of the modeling features preserve existing morph targets.
  • So if you have a character with a few hundred facial morphs, and you decided to add some additional polygons here and there, then you do not have to re-create all of those morph targets.
  • In addition, the modeling tools have the ability to Model Symmetrically, so whatever you do on one side of the object is reflected on the other. Very Powerful!
  • Some tools, like the Polygon Reduction tool are extremely powerful and may complement other 3D modeling applications.

The polygon reduction tool is great at automatically reducing the selected polygons, but I would like to manually reduce specific polygons to obtain a cleaner mesh. How do I do this?
  • When the Polygon Reduction tool is active, simply click on the object in the viewport to join polygons together.
  • Clicking near a vertex will result in all of it's associated polygons being joined together.
  • Clicking near an edge will join the two polygons on either side.

I want to add additional polygons to a portion of an object, but the subdivide tool isn't yielding results I desire. How else can I add additional polygons to a portion of my object?
  • The Extrude tool is an extremely powerful and simple tool for adding additional geometry.
  • To create a cluster of additional geometry on a small portion of the surface, select a patch of polygons and then do an extrusion of length 0%, perhaps several times. Then smooth the result and see how result is different from simply subdividing the same patch.


Left: Three extrusions and smoothed the result. Right: one subdivision.


I want to create a “crater” like shape in my object, but there are not enough polygons in that area to achieve acceptable results. How can I do this using the modeling tools?
  • Extrude a patch using a negative length, so the extrusion goes inside the model. Repeat a few times depending on how many rows of polygons you desire.
    Three negative extrusions create a “crater” in the object.


I did some extensive modeling on a symmetric object using the “Model Symmetrically” option, but at some point, the symmetry got messed up and now the left and right sides are not identical. How do I fix this?
  • The Symmetry Utilities modeling tool contains a feature called Create Symmetric Half. Making sure that the Model Symmetrically option is enabled, click the Create Symmetric Half button and all of the polygons and vertices on the right side of the axis of symmetry will be copied to the left side. If polygons already exist on the left side, then you will asked to delete them or leave them be. It is best to delete them unless you know exactly what you are doing, otherwise, you may end up with duplicate polygons.
    Left: Before Create Symmetric Half. Right: After Create Symmetric Half


Why do I get “The base vertices are now being deformed...” message when the “Model” tab is selected and I use a deformer?
  • This is because when the Model tab is selected, all morph targets become inactive and all deformation act directly on the actual vertices of the object.
  • The warning is there to remind you so you don't accidentally deform the base vertices when you actually intended to deform the current morph target.


Can I perform modeling operations (e.g. Merge Points) without having to select the vertices first? Choosing a selection tool, selecting the points, merging them, and repeating as necessary results in a very slow work flow.
  • Indeed, when the Merge Points tool is active, simply click on one vertex in the viewport and drag the mouse to the vertex that you would like to merge it with.

I've done extensive modeling operations on my object and now the UV mapping is all messed up. What do I do?
  • Typically, modeling operations are not very good at preserving the UV mapping for a number of technical reasons.
  • Ideally, you should UV map the object after all modeling has been completed.
  • Simply subdividing an object will preserve the UV mapping, while polygon reduction may render the existing UV mapping useless.



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