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Mudbox 2011 wishlist
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  • oglu
  • Posted: 19 January 2010 05:04 AM

why is in your eyes need for uv tools… there are so much great uv tools out there…
that would be a waste of dev time…



Replies: 1
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because it’s a waste of my time to have to keep switching between packages. Normally I pelt map everything in max, but sometimes I’d like to tweak it during the painting process.

Author: Geoff Graham

Replied: 19 January 2010 06:42 AM  
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  • oglu
  • Posted: 19 January 2010 07:20 AM

good point,…



Replies: 0
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  • Alkogolik
  • Posted: 02 February 2010 12:02 AM

it would be nice that mudbox has transparency in material properties and image plane prop..



Replies: 1
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I Agree.
Also i add retopology tools.
(optional and unimportant) i’ld like the dark-theme user-interface…

Author: RoXX

Replied: 09 February 2010 08:27 PM  
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  • oglu
  • Posted: 02 February 2010 12:14 AM

Alkogolik 02 February 2010 08:02 AM

it would be nice that mudbox has transparency in material properties and image plane prop..

would be fine yes…
meanwhile you can paint on a new layer and use the alpha of the image to show up in maya or max…
and image planes are working with transparency… save it as .png



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  • Alkogolik
  • Posted: 02 February 2010 12:53 AM

would be fine yes…
meanwhile you can paint on a new layer and use the alpha of the image to show up in maya or max…
and image planes are working with transparency… save it as .png

yes, it is my fault about image plane)).
.I would like to see geometry creation tools in mudbox.. like zsphers or something new.. with zspher-alternative mudbox will be realy cool package!!



Replies: 0
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I used mudbox and zbrush but I prefer mudbox in terms of the layout of UI that makes it user friendly. You have more space to work on. The tools are not crowded as zbrush and you won’t be intimidated to use the tools. Another advantage also is you can quickly learn the tools for sculpting and painting. On the other hand, the weak points of Mudbox is the lack of useful tools
like Zbrush retopology tool, zphere/zsketch, transpose,decimation and so on… Below are the tools that I want to see in the next version of Mudbox.

Mudbox 2011 wishlists:
1)It would be nice if mudbox do have an automatic uv unwrapping tools similar to the unwrella optimized automatic unwrap plug-in in 3DS Max and Maya. I tried to use it and it is very good tool. Just one click and it will optimize the unwrapping of uvs. You don’t need to cut for the seams. It will automatically do it for you. It will also optimize the proper positioning of the seams and layout of uvs.  The good thing about this is if you try to use the grab brush and move or deform your mesh, just click the uv unwrapping tool and it will update the uvs, so there will be no stretching. Zbrush doesn’t have this.

2) A retopology tool similar to Zbrush but better tools similar to Topogun so you don’t need the mudwalker to switch from one application to another.  The good thing about this is you don’t need another application to do the retopology. It saves time and money for buying another application.

3) A tool similar to zsphere and zsketch but better using a paint tool but instead of painting
color you are adding similar to a mud or clay that will accumulate and upon clicking the mouse it will become a mesh. So if you have a sketch or a reference image, you just import it in your image plane and then using the paint mud to follow the format of the image. After this you will have a 3D mesh of that image.  Better if integrated with a clone capability so that you can copy the image color,bump and specular while creating the mesh using the paint mud.

That’s all for now.



Replies: 0
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I would like to see

Different paint blend modes This is VERY IMPORTANT!

Bake All the different map types to a target model. This will solve having to have fixed uvs once you start painting.

FIX THE BUGS. Such as, importing mesh as layer doesn’t update all the layers.

Masks from texture. Stencils are great but they don’t go round corners. Makes tiling round an object difficult

opacity displayed real time.

Blur paint.

Proper paint brush opacity. Low strength = weird colour blending



Take it or leave it

Replies: 2
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>Proper paint brush opacity. Low strength = weird colour blending

Is this true if you create the texture layer as 16 bit float (exr)?

(8 bit color blending has precision & rounding errors that build up with low strength brushes. These precision problems are resolved by having more precision in the texture.)

-- Ian.

Author: Ian Ameline

Replied: 08 February 2010 12:53 PM  
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Your right! using a 16bit image stops the weird colour problems. Photoshop doesn’t have these problems when painting on a tga funny that mud does.

Author: x_rintintin

Replied: 09 February 2010 07:53 PM  
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Thought of some more.

sharpen masks, by brush or as a flood

invert masks

save masks

record and repeat strokes

save out textures as a layered psd (saying mud had psd support was a poor joke)



Take it or leave it

Replies: 0
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  • maxer
  • Posted: 10 February 2010 11:21 AM

i had some eyebrows converted to geometry from 3dsmax in mudbox and it couldnt shape them . grab tool doesnt handle them together but just one by one . zbrush does that :( . grab tool needs some work on it



Replies: 0
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  • awnold
  • Posted: 17 February 2010 05:00 PM

second what x_rintintin said.. with Different paint blend modes at the top as well.. export to psd in tact



Replies: 0
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