Inside Sabertooth
Learn how Sabertooth uses 3ds Max to create 3D interactive projects, including HBO Go’s Game of Thrones interactive experience
  • 1/3
You are here: Forum Home / Autodesk® Mudbox™ / Suggestions / Direct Integration of Mudbox and 3ds Max
  RSS 2.0 ATOM  
2 pages: 1.2 last

Direct Integration of Mudbox and 3ds Max
Rate this thread
 
9192
 
Permlink of this thread  
avatar
  • cgisoul
  • Posted: 26 February 2008 04:03 AM
  • Total Posts: 304
  • Joined: 18 February 2008 10:18 AM

Imagine 3ds max being able to paint , sculpt and do everything that mudbox can currently do and will be able to do directly in 3ds Max. Press of a button and render straight away the result without having to swap applications? Making it even more powerful.
However, they could also leave it as a Standalone application, however, I would love to see a better displacement/normal map Generator.

Thanks,
CGicore



http://www.mduque.com

Replies: 0
avatar
  • Slovoflud
  • Posted: 26 February 2008 04:09 AM

CGicore 26 February 2008 07:03 AM

Imagine 3ds max being able to paint , sculpt and do everything that mudbox can currently do and will be able to do directly in 3ds Max. Press of a button and render straight away the result without having to swap applications? Making it even more powerful.
However, they could also leave it as a Standalone application, however, I would love to see a better displacement/normal map Generator.

Thanks,
CGicore

They are keeping it separate, and I’m glad Mud won’t be a plugin.



Replies: 0
avatar
  • cgisoul
  • Posted: 26 February 2008 04:14 AM

Slovoflud 26 February 2008 07:09 AM
CGicore 26 February 2008 07:03 AM
Imagine 3ds max being able to paint , sculpt and do everything that mudbox can currently do and will be able to do directly in 3ds Max. Press of a button and render straight away the result without having to swap applications? Making it even more powerful.
However, they could also leave it as a Standalone application, however, I would love to see a better displacement/normal map Generator.

Thanks,
CGicore

They are keeping it separate, and I’m glad Mud won’t be a plugin.

I hope that the connection between the two will be even stronger and closer, even being separate standalone apps.
I seriously want to drop Zbrush as many of the tools I don’t need it at all and mudbox works like butter, smooth and fast. Without extra complications.
I heard that Mudbox will be able to texture and paint in the next version ??? Hope that I’m write. Will be able to generate color maps too ?



http://www.mduque.com

Replies: 0
avatar
  • Slovoflud
  • Posted: 26 February 2008 04:21 AM

Yes, no info on that, other than it’s called Chameleon Engine.



Replies: 0
avatar
  • cgisoul
  • Posted: 26 February 2008 04:47 AM

Slovoflud 26 February 2008 07:21 AM

Yes, no info on that, other than it’s called Chameleon Engine.

Thank you for the updates. Appreciated.



http://www.mduque.com

Replies: 0
avatar
  • 2byts
  • Posted: 26 February 2008 06:13 AM

One of the greatest strengths of Mudbox is its simple interface, layout, and efficient use of hotkeys.

Integrate Mud into a parent App, and you will lose everything that is great about it, and gain very little in return.

A module style workflow has its own advantages.  Namely speed and efficient workflow which would certianly be lost as soon you have to work around the AiO 3d interfaces.

The solution is more efficient integration through file formats that retain levels data.  This would eliminate the need for displacement maps altogether and Max/Maya would only require the low res cage.  The render engine would then call the mesh with corresponding hiLevel data as required very similar to the current baking process in Mudbox.



Replies: 0
avatar
  • Slovoflud
  • Posted: 26 February 2008 07:06 AM

2byts 26 February 2008 09:13 AM

One of the greatest strengths of Mudbox is its simple interface, layout, and efficient use of hotkeys.

It’s a little off topic, but I really hope that this method of increasing/decreasing the size and magnitude of a brush will eventually find its way into 2D apps like Painter and PS.



Replies: 0
avatar
  • soulburn
  • Posted: 26 February 2008 11:19 AM

2byts 26 February 2008 09:13 AM

One of the greatest strengths of Mudbox is its simple interface, layout, and efficient use of hotkeys.
Integrate Mud into a parent App, and you will lose everything that is great about it, and gain very little in return.

Well, it depends on how integrated you’re talking about. If by integration you mean changing the interface to look like the host app, then yes, you’ll lose a lot of that ease of use. But the advantage would be you could have 1 copy of the mesh resident in memory, editing the object would be the press of a button rather than a long export process, and you’d get all the features of your 3d app inside mudbox, like uvediting, or being able to preview camera angles inside the host app on your mudbox mesh, and then be able to tweak the mesh in realtime without the need to export again. Great for landscape stuff.

That said, I too don’t want them integrated for a number of reasons. Limited resources means it would probably only get integrated into 1 or 2 3d apps, and that would leave everyone else who didn’t use those apps stuck with no mudbox. And doing so would take away a lot of developper time, which could be spent improving the product. So while in the perfect world, I’d love for it to be integrated, this is not a perfect world, and so I think it’s best to be kept separate and instead work on better and more slick file import/export.

- Neil



Replies: 0
avatar
  • 2byts
  • Posted: 26 February 2008 12:46 PM

Slovoflud 26 February 2008 10:06 AM
2byts 26 February 2008 09:13 AM
One of the greatest strengths of Mudbox is its simple interface, layout, and efficient use of hotkeys.

It’s a little off topic, but I really hope that this method of increasing/decreasing the size and magnitude of a brush will eventually find its way into 2D apps like Painter and PS.

already exists in Painter.

Unfortunately Adobe considers Photoshop a photoediting software, and seem to disregard painting workflows(the entire Film and Game industry if you ask me).  They even publicly rejected an interactive rotate canvas in realtime (like Painter) because they want to focus on the Image editing industry (advertising, photography).



Replies: 0
avatar
  • soulburn
  • Posted: 26 February 2008 01:02 PM

2byts 26 February 2008 03:46 PM

Unfortunately Adobe considers Photoshop a photoediting software, and seem to disregard painting workflows(the entire Film and Game industry if you ask me).  They even publicly rejected an interactive rotate canvas in realtime (like Painter) because they want to focus on the Image editing industry (advertising, photography).

It’s funny, I spoke directly to one of the main photoshop developers about 2 years ago, and when I mentionned the rotate canvas thing, he’d never even heard of it before. If that gives you some indication of how on the ball adobe is as far as competing programs.

- Neil



Replies: 0
avatar
  • 2byts
  • Posted: 01 March 2008 07:06 PM

About that same time I was reading some forum on that exact topic where people were requesting such a feature quite adamantly which got a response from an adobe developer telling them to go use Painter.



Replies: 0
2 pages: 1.2 last