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De-Subdivide face selection and more
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  • Total Posts: 16
  • Joined: 26 December 2007 05:56 AM

De-Subdivide selection - I think being able to desubdivide a local face selection would be neat. This way if you reach a model that is too much for your machine to handle, you could just decrease the subdivision level of some areas where it’s not really needed to be that high. Could be useful if you want to decrease the subdivision after you already have sculpted on that subdivision level.

Z-Sphere modeling.
Just like in Zbrush, being able to model a simple base model is important since by using it you achieve an evengly topologised model.

Basic Modeling Tools - I know Mudbox isn’t aimed to be used for basic modeling since you can do all that in your choice of a modeling package, but still, being able to do some basic modeling stuff would be extremly useful without the need of export and import. For instance, why can’t I simply duplicate an object? Mirror an object? If I want to do this simple action to an object I sculpted out from MB’s primitives, I need to deal with more export and imports.

Also in some cases, being able to select faces and move them with the translate tool instead of the move brush would be better.


3D Brushes -
This would be awesome if it was possible to use a 3d brush made from your own basic 3d object.



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  • manscher
  • Posted: 12 January 2008 03:16 AM

De subdivide selection works, when using selectionsets and remove feature.

1.) create a selectionset of the part you want desubdivide at the lower level.

2.) step up to highest level and use the selction set. invert the selection (now the part of the geometry is marked you want to keep at high level of the geometry.

3.) export this

4.) step down to level you want to keep at the lower part (not lower than at step 1 or the selection set.)

5.) delete all highest levels

6.) use the selection set to use at edit menu “remove selected”.

7.) subdivide new up to the level you exorted your part of geometry

8.) import your exported file as a layer (use to uv)



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De subdivide selection works, when using selectionsets and remove feature.

1.) create a selectionset of the part you want desubdivide at the lower level.

2.) step up to highest level and use the selction set. invert the selection (now the part of the geometry is marked you want to keep at high level of the geometry.

3.) export this

4.) step down to level you want to keep at the lower part (not lower than at step 1 or the selection set.)

5.) delete all highest levels

6.) use the selection set to use at edit menu “remove selected”.

7.) subdivide new up to the level you exorted your part of geometry

8.) import your exported file as a layer (use to uv)

Thanks, I figured there’s a workaround for doing that. I’ll give it a try later..

But anyhow, wouldn’t it be cool if this was a single simple built in action? :)



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Thank you for the suggestions.

“De-Subdivide selection”
Please have a look at the Local Subdivision feature in the docs.

“3D Brushes”
Yes it would be nice for us to make this easier but for now we do support this as stamps with our brushes. Just import a zdepth image of any object or objects and use that in a stamp or stencil.



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  • 2bytes
  • Posted: 20 January 2008 06:11 AM

dreamie, working with local subidivisions is not really a work around.  The workflow is very simply actually, just select faces on the mesh, step up or down on the subdivisions.



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Dave and 2Byte, Yes I know it’s possible to step up and down locally thus achiving de-subdivision locally, but what I meant is something different - Right now if I step down a face selection I get a decrease in the subdivision but if I’d step back up the level of those selected faces, the higher subdivision level will still be there. What I meant is removing the the higher subdivision of the selected faces entirely.

Anyhow Dave, I’m really happy with Mudbox, it’s so easy to use and the results are awesome. I’ll try to get the company I work at to purchase it.



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