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Sneak Peek: Viewport Canvas part 2

Posted by Shane Griffith, 26 February 2010 12:00 am

 

Wow, it's hard to believe it's almost March already. The last couple weeks have been a blur and the next few are looking to be more of the same good stuff. Why? Well, it's that time of the year where we get the awesome opportunity to get out there and meet face to face with several customers to share more secrets about our long term vision and more importantly get to know how many of you use the product on a daily basis. So far the response has been great and we continue to surprise people with the more in-depth details, and I wish I could share more about all the great things others shared with us but alas these are NDA only meetings. In the upcoming weeks I'll be traveling to Las Vegas, San Francisco, Munich, Paris, and hopefully at least a few days here at home in Chicago. We have a few openings in the schedule, but for the rest of you here's another peek at the future of viewport canvas.

 

 

 New updated video posted on Autodesk's Youtube channel, this one is at normal speed.

 

18 Comments

electricgeisha

Posted 27 February 2010 8:59 am

Friggin nice!

maxer

Posted 27 February 2010 11:19 am

that 's a dream come true . amazing . i might say it is nearly Body Paint now . i wonder if there is multiple uv support .

visha

Posted 27 February 2010 3:31 pm

looking forward...for the future....3dsmax...

tigre_g5

Posted 27 February 2010 7:20 pm

Really very impressive, especially I like and I think many felt the same, as the interface looks like, specifically the side panel of brushes, is as should have been the graphite modeling tool, and finally a request. It would be possible to attach the material editor, the render panel, the environment panel and other panels, as shown brushes panel without losing its original interface with rollouts.

Sorry for my English.

turkeyburger1

Posted 27 February 2010 7:42 pm

This looks fantastic. I see a clone bush up there (I think), which makes me hope there will be some way of sampling from other files (ie using a photo source).

YiannisK

Posted 27 February 2010 9:35 pm

That really made my day! or rather night and the next day
Apart from the tool, the artwork is fantastic! congratulations to the chef

YiannisK

Posted 27 February 2010 10:07 pm

if they attached all these you are asking them to attach, there wouldn't be enough space and it would "feel suffocating".

As for painting high rez, it wouldn't really have much difference than having any other high rez object in your scene.

The memory you need in order to paint on a 2K image is the same on high or low rez. The tool we all saw in 2010 was not skipping polys, it was skipping steps. On the other hand if your object was high res it was taking a lot of time to save and apply the texture. But i suppose that was simply and obviously an early glimpse of the future and i don't think we shouldn't judge based on that.

This tool as i can tell doesn't really paint on the viewport anymore. (that is not on a 2D plane that the viewport was and then apply the cached image, but straight on the model, interactively) and you don't need to "apply" the texture as you did with the previous tool either as it seems

I don't think many of us made much use of that tool other than fixing seams or creating base colours and guides right on the model.




Good job! One of my dreams for 3dsmax of old came true
Can it also paint over a Normal map like mudbox?



pixelforge

Posted 28 February 2010 4:19 am

I hadn't noticed the lack of an "apply" step on the first viewing. This does appear to be true 3d paint and not just projection from the viewport plane. I used to be a GhostPainter user and that worked very well for me, but seems to be discontinued and no longer being updated. I've been looking for a new 3d paint solution. This could be a godsend if it's robust and doesn't choke on higher resolution models.

YiannisK

Posted 28 February 2010 9:01 am

I see some comments from maya users in forums here and there that max "copied" paint fx tools from maya.
They WISH it was so if it was so, then why pretty much nobody uses it for texturing?

Ghost Paint was a decent idea in lack of a better one but it felt a bit unnatural.
After bodypaint came to be i don't think it had any luck so i guess it was the right choice business wise that they discontinued it.

I also had tried it in the past but i didn't really enjoy working with it.

BodyPaint was much more to my liking but then again it had its quirks with multiSubs and need to import\export stuff, you had to be aware of the setup process etc. and although not much of a problem it really added extra steps to the process. Mudbox if you avoid painting very low specularity works like a charm and the painting tools are awesome, but again has some quirks with multiSub UVs which estrange new users and make them think it is a bug.

VC, since it is inside max hopefully will not give us that kind of trouble, or any trouble at all
It appears to be exactly what we were waiting for, and a very serious reason why one should upgrade!
I would love to get my hands on it

pixelforge

Posted 28 February 2010 9:57 pm

With Mudbox I have a hard time translating what I see in Mudbox's viewport to what I'm going to get back in Max when I render. I'm sure that's down to my own inexperience with it. What I liked about GhostPainter was that working in the Max viewport and just being able to hit render whenever I needed to made it simple to know what I was getting, with the benefit of being able to use the Photoshop tools I already know well. If this could have some kind of live link with Photoshop for switching back and forth at will it would be superb. Very excited about the potential for this.

Eugenio jr.

Posted 2 March 2010 2:06 pm

I meant:
"For so long I've been dreaming with a max interface that we can DOCK ANY thing where we want"...

Son Kim

Posted 3 March 2010 6:22 am

I hope this layer blending mode display makes it into Mudbox 2011 or else Mudbox users will be piss . Great job on the implementation(it looks fast), this gives totally blows Modo painting toolset out of the water.

Shane Griffith

Posted 3 March 2010 4:15 pm

@Eugenio jr. - that's a different conversation than this topic, but we have a lot more secrets yet to show you. You have to remember XBR: UI is one area where it's just as risky to do too much at first vs having new solutions in focused areas.

MatthiasGose

Posted 3 March 2010 6:32 pm

So cool !

Swahn_Kung

Posted 4 March 2010 11:14 am

Kind of fast video there but this looks like it can turn out great.
I hope it will be possible to move around like in walkthrough mode and paint environments interactively!

YiannisK

Posted 6 March 2010 10:25 pm

the video might be fast, but if you pause often you will figure out lots of things

Shane Griffith

Posted 9 March 2010 10:54 pm

New updated video posted above and on Autodesk's Youtube channel, this one is at normal speed.

Wobi

Posted 12 March 2010 11:13 am

Now that looks REALLY COOL!!!

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