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You are here: Forum Home / Autodesk® Mudbox™ / Suggestions / Muti-Tile option really needs to work with scuplting as well
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Muti-Tile option really needs to work with scuplting as well
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  • Total Posts: 10
  • Joined: 15 January 2007 11:54 AM

The ability to hide and unhide tiles while painting is very handy.
But this option is just as important to have when sculpting the mesh too.

Many times I create a very complex group of small items that will need to deform along with the character’s rig. So merging them with the character’s main body into a single mesh is an essential work flow that I use a lot, so I can use vertex weighting to animate the character and it parts the way I want.
Right now if I want to do that, and also be able to sculpt on these parts without influencing other parts of the mesh. I either have to use a hand painted mask(very time consuming). Or create two versions of the mesh.
One version with all the parts as separate objects to sculpt on inside of Mudbox to use as the version that generates the displacement maps.
And one version with everything merged into a single mesh for animation in my animation software.

It’s true that if I use the selection sets option inside of Maya that will allow me to make use of them inside Mudbox. But that also means I’m outta luck if I don’t use Maya to make the mesh. >:(

Since Mudbox already has the ability to isolate UV Tiles in Paint mode. It shouldn’t be too hard to carry this same option over into Sculpt mode.
That way I can use whatever modeling program I like, and still get the ability to isolate Tiles while sculpting. And I wouldn’t need to go through all the extra work of making two versions of the same character anymore.

-Thanks for listening.



Replies: 0
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  • irobert
  • Posted: 18 September 2009 03:36 PM

Could’nt agree more.



Robert Vignone
http://www.robertvignone.com
Win 7 | I7 @ 3.6ghz | 24GB DDR3| GTX580 |

Replies: 0
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  • oglu
  • Posted: 18 September 2009 08:53 PM

i second that… uv tile hiding for sculpting would be great…

at the moment i use selection sets for hiding…



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Selection sets are nice.
But the big problem with them is you’re limited to using Maya(and Max?) to make use of them.

I’d really love to be able to use whatever modeling software I like. And still have the ability to isolate parts of the mesh while sculpting in Mudbox.
I was frankly a little shocked when I discovered that only the paint tools were able to isolate the UV Tiles and the sculpting tools couldn’t.



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Oh Crud.
I’m sorry for wasting everyone’s time with this thread. I just figured it out and I feel really foolish.
I forgot that the selection sets you make in various software programs should get converted into groups(g)in .obj files. And those will come into Mudbox as separate objects and can be isolated when sculpting.
I assume the 2010 fbx file format does this also?

The problem is. Some apps don’t create proper groups and need special plug-ins to do that. And I forgot about that.
The .obj files need to have the groups in it. Something like this:

g Main_Group
f 3/4 4/3 2/2 1/1
f 3/1 9/5 10/6 4/2
g Selection_Group
f 10/6 14/6 16/7 12/7
f 9/5 13/5 14/6 10/6

Each group comes into Mudox as a separate object. Which can be isolated when sculpted. Even though it’s a single mesh object in your modeling program.

Sorry for wasting everyone’s time.



Replies: 1
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That’s why it would be nice if it worked automatically by UV tile or UV shell. This would save you time from having to in and pre make any kind of selection sets and wouldnt be limited to any software. Also if you wanted a more precise selection set, you could cut up your UVs based on how you want yothose sets done, and then import your good uvs for the final export.

Author: irobert

Replied: 22 September 2009 02:19 PM  




   
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