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Hidden Symmetrical Sides
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  • jgarland
  • Posted: 11 August 2007 04:21 PM
  • Total Posts: 7
  • Joined: 22 August 2006 06:17 AM

As of late, I’ve been working on several high-polygon characters, and saw that my machine would start becoming bogged down noticeably on the higher subdivision levels. While trying to find ways to avoid the slow-down, I thought of 3ds Max’s symmetry modifier. It allows you to work on only one side of your symmetrical model, while hiding the other. This effectively cuts polygon counts in half, freeing up precious memory, allowing for higher polygon models. This can’t be effectively achieved with the current “Hide” utility.

I also noticed that Mudbox experiences the most slow-down while changing the perspective of the camera, not when actually brushing in detail.  To combat this, a bounding-box type display would be great for those using older hardware, or people who have to frequently deal with multi-million polygon sculpts.

I’d really like to see these ideas implemented in one form or another in a future release of Mudbox, and hope that the rest of the community thinks they would be useful as well. :)



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As of late, I’ve been working on several high-polygon characters, and saw that my machine would start becoming bogged down noticeably on the higher subdivision levels. While trying to find ways to avoid the slow-down, I thought of 3ds Max’s symmetry modifier. It allows you to work on only one side of your symmetrical model, while hiding the other. This effectively cuts polygon counts in half, freeing up precious memory, allowing for higher polygon models. This can’t be effectively achieved with the current “Hide” utility.

I also noticed that Mudbox experiences the most slow-down while changing the perspective of the camera, not when actually brushing in detail.  To combat this, a bounding-box type display would be great for those using older hardware, or people who have to frequently deal with multi-million polygon sculpts.

I’d really like to see these ideas implemented in one form or another in a future release of Mudbox, and hope that the rest of the community thinks they would be useful as well. :)

Try using Draft Reder
Windows>Preferences>Render/Use Draft Render



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  • jgarland
  • Posted: 12 August 2007 04:24 PM

I was already using Draft render, and I believe it’s ticked by default. I honestly don’t see a difference between using it and not using it.  It’s really a different concept altogether.



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I was already using Draft render, and I believe it’s ticked by default. I honestly don’t see a difference between using it and not using it.  It’s really a different concept altogether.

I Agree, by default it doesn’t give much improvement but increasing the Draft Points value does.

:)



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  • grimoire
  • Posted: 12 August 2007 11:17 PM

It’s easy to work on one half in mudbox, as long as you hide the other half at level 0.
So work the whole mesh up till you’re getting down to the smaller details, go back to level 0, hide one half, and when you’re finished the sculpt, bring both sides up to the same level and mirror it over.
It’s better to leave a little bit of the other half at the border though, so you don’t get awkward joins when you mirror.



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  • 2bytes
  • Posted: 20 August 2007 01:05 AM

I Agree, by default it doesn’t give much improvement but increasing the Draft Points value does.

:)

significantly mind you

btw:

Hide does not free up memory.

To free up memory you need to do the following:

1. remove selected

2. move levels data -to remove unused levels from memory

You should see a pretty big performance boost.



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