|
ok there are my wishlist: (I try to not include already mentioned whises):
- strong (object oriented) scripting api (python, C++) to be able to create own exporters/importers (so each firm can create one which suits their needs. SDK acces to windows (UI), mouse handles (position, mouse/tablet buttons and keys pressed), brushes presets, layers… give us possibility to create some handy worklfow tools and to customize mudbox to specific needs of each production.
- real time normal map preview
- mindblowing texture paint engine (hope chameleon engine will be one) (support for large bitmaps, support for layers (or better will be node composition of textures), blending modes like photoshop, posibility to write custom blending mode througt expression, texture support for brushes, painting multiple channels at same time (eg: bump, alfa, diffuse), clone, blur, sharpen, smudge and some other handy tools), support for vector graphic (easy generation of patersn, circles, polygon shapes),
- handle texture data like vectors, so you can adjust your UV (hope directly in Mudbox) and color information in texture layers adjust according to this changes (for little tweaking of UV layouts you we don’t need to redo all textures - big time saver)
- strong retopology tools (quick generating of points and polygons (NEX plugin for maya is nice example, or polygon drawing like in polyboost), sliding (snap to hires) -> (points, edges, polygons, also with falloff selection (defined by brush settings) -> topogun is nice example of usefull functions
- baking Ambient Occlusion (realtime AO) (to be able to on/off, and set quality settings)
- shaded wireframe display in viewport (options to set color and visibility/intensity of wires)
- spherical/radial symmetry sculpting (texture painting) (array like sculpting) e.g. you can sculpt multiple samples on tires or create spikes on spehres at same moment (possibility to set center (origin, object cener, custom coordinates), numbers of copies, distribution (x,y,z axies - possibility to toggle on multiple axis same time), random jitter)
- linear array brush (something like radial/spherical symmetry, but in line) sculpting in lines so you can quicky create clefts and others details (options for counts, center, distribution (also possibility to toggle on multiple axis at same time)
- skip throught subd levels (eg from first subd level directly to third and so on)
- 3d brushes / sculpt with meshes (meshes or part of mesh (chosen througt mask -> mask define alpha blend) used like brush (so you can easily sculpt studs, horns, scales and other 3d details (now it’s not possible with just 2d texture becouse lack of third dimension) Possibility to save this meshes with masks like brush
- tangent displacement (so you can repose (rotate (transpose), scale, move) part of your mesh and you don’t distort your sculpted hires details
- repose tools (something like transpose, or something smarter ;) curve, bone guidelines for posing (deform by bones, deform by curves). Possibility to save this “rigs” for more flexibility
- support space navigator (pilot) devicies
- tear offs menu like xsi (maya))
- tilt support for tablet (don’t know if it’s now working, but woudl be nice to have possibility to turn on/off function of shape deformation by pen tilt (eg shape of brush will deform dependence on pen tilt (e.g. if tilt is 30 degrees brush shape is elipse, when tilt is between 70-90 degree shape is circle and smooth (or custom curve based transition between this limits) -. it adds more feel like real culpting and faster and better control over sculpting.
- real-time shadows (soft shadows - sometimes it’s handy)
- mesh extraction so we can easily create cloths for example
|