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"we welcome suggestions" Response to new Mudbox 2011 interview
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  • Braden99
  • Posted: 12 July 2010 07:09 PM
  • Total Posts: 192
  • Joined: 25 December 2006 12:34 AM

Post your suggestions for a future build of Mudbox here. Response to new Mudbox 2011 interview posted here: http://area.autodesk.com/gomudbox.

Paint - Transparency map

Groups - For organization, collective visibility, and collective transform

Image Browser - Right mouse click commands on images (delete,cut,copy,send to trash,show in explorer,open with,resize)

Image Browser - Resizing textures directly in Mudbox would be very nice (with additional option to “Make a Copy”, on by default)

Image Browser - Global hue, saturation, and levels offset, that temporarily adjusts image, which can then be used as stencil and stamp. With ability to turn these effects on and off, and bake offset back down to texture.

Image browser - Improve UI, it feels slow to locate textures, add bookmarks etc (breadcrumb bar similar to Windows 7, Option to Show Windows File browser favorites in addition to custom Mudbox favorites)

Image Browser - A method for generating tillable textures (not essential but nice)

Image Browser - Basic crop, and image pixel resizing.

Clone brush - Is extremely slow (not useable in most cases) some optimizations must be possible.

View-port Filters - Anti-Aliasing.

Paint - Re size textures simply by right clicking channel and click re size (user can then input a new value, after which they have more available pixels to paint on).

New Tools - Some intuitive way to generate and develop geometry



Replies: 0
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  • oglu
  • Posted: 12 July 2010 09:05 PM

interesting list… some great suggestions…
but what for resizing images/textures..? resizing allways ends in quality loss…
why not create a new layer with a higher resolution..?



http://www.linkedin.com/pub/christoph-schaedl/6/558/73b

Replies: 0
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  • Braden99
  • Posted: 12 July 2010 11:47 PM

oglu 13 July 2010 04:05 AM

interesting list… some great suggestions…
but what for resizing images/textures..? resizing always ends in quality loss…
why not create a new layer with a higher resolution..?

Yeah resizing does lead to quality loss, however in some instances you set up a texture and start painting thinking it’s high enough and at some point you realize you need extra texture space. After resizing the texture the artist could go in and paint the higher resolution detail. So the re-sized texture would simply add duplicate pixels, or find the average colors between pixels. Yeah you could just do this in Photoshop, then bring it back to Mudbox, but keeping it all in Mudbox is much nicer.



Replies: 0
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  • YiannisK
  • Posted: 13 July 2010 12:35 AM

some ideas

a feature like 3dsmax viewport canvas, where you can copy and paste on the layer, then move rotate scale as necessary would be super nice.

magic wand selection would be nice.

also something i missed quite a bit, is functions for the entire layer.
such as HSV, B&C, curves!!!! sometimes you just want to quickly change the colour or tonality of the entire layer fast.

effect brushes (look at corel painter for ideas)



.:bugs bug me

Replies: 0
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  • oglu
  • Posted: 13 July 2010 12:42 AM

Braden99 13 July 2010 06:47 AM

but keeping it all in Mudbox is much nicer.

you can do that…
paint on a 1k layer…
create a new empty 4k layer and collapse the layers…
mudbox will use the higher resolution for the new layer…

@ YiannisK

what does you mean with that..?

a feature like 3dsmax viewport canvas, where you can copy and paste on the layer, then move rotate scale as necessary would be super nice.



http://www.linkedin.com/pub/christoph-schaedl/6/558/73b

Replies: 1
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in viewport canvas, you can copy an image (something you selected and copied in photoshop or an entire image from ACDC for instance) and then paste it on your layer. then you can choose to move it around, rotate or scale it interactively as you see fit to position it on your object right there and then (it will apply for the whole layer)

check this video.
http://www.youtube.com/watch?v=ydcnhx4L16Q

specifically around 2:40 it demonstrates the layer handling features.
(not the pasting as in this specific video they load an image as a layer)

P.S.
if you have missed Viewport Canvas on 3dsmax 2011 i would say you are missing a lot.
it is practically a “mini-Photoshop” right in 3dsmax.

Author: YiannisK

Replied: 14 July 2010 09:42 AM  
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I would like to have a mud brush ! It could create a new objet by adding mud on top of another object. Like painting mud!! It would be great for clothes and props.

Also being able to Array, patern and mirror object would be a great time saver!

Having photoshop type filters in the image browser would also be great !




Replies: 0
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Warp tool for stencils to stretch textures to fit geometry (see mari they have a couple of nice ones)

Stamp/repeat distance dependent on the surface distance not the camera plane

Optional Display of current level and polycount in HUD

Ability to resize the manipulator for move tool

Group objects visibility lock in the object list

Some multichannel painting might be useful



Replies: 4
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hmm some nice features there Tony,

one question though,
your polycount and level current and total are clearly displayed already at a very convenient location.

why add them on the viewport as well?

Author: YiannisK

Replied: 14 July 2010 09:53 AM  
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Warp tool for texture stencils...yeah that is a super important feature!! I would love that

Author: Braden99

Replied: 14 July 2010 07:20 PM  
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When you have multiple obj the little counter at the bottom shows total count, the layer box which Im usually in does not show polycount, and object list values are not that visible with multiple objs, I like when you are going between levels the count and level comes up, just give option to leave it up so when switching between objs you dont forget where you are at.

Author: tonytrout

Replied: 16 July 2010 10:50 AM  
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I agree about warping Stencils. What is this (see mari they have a couple of nice ones)
what is “mari”?
“nice ones” of what? Can you clarify this?
thanks

Author: Steven Yoo

Replied: 12 October 2010 10:36 AM  
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  • YiannisK
  • Posted: 14 July 2010 09:47 AM

Ah something i absolutely forgot… and it would be so cool to implement.

Respect smoothing groups coming from the 3D app.

Observe and replicate how meshSmooth in 3dsmax respects and uses smoothing groups to allow you for precise hard surface modelling control when sub-dividing a mesh!!!

this would be a seriously awesome feature for mudbox!



.:bugs bug me

Replies: 0
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  • oglu
  • Posted: 14 July 2010 07:59 PM

@YiannisK
thanks for the link… i see…
but i can do something similar with stencils in mudbox…
im in a maya pipeline… no max… ;)



http://www.linkedin.com/pub/christoph-schaedl/6/558/73b

Replies: 1
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ah yes true that. you’re right. stencils already do the work.  just on a layer you can rotate move a and scale later if you want to but with stencils you can reach the same result.

as for your maya pipeline… :P your loss :)

just informing you,
max apart from “mini photoshop”, already started implementing sculpting tools too, very similar to mudbox btw. “mini mudbox” if you wish hehe it can’t work on the same polycounts as mudbox in an efficient manner possibly (unless you have a crazy rig) but a lot of the functionality is there. (much much better approach than artisan)

Author: YiannisK

Replied: 15 July 2010 12:52 AM  
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  • oglu
  • Posted: 15 July 2010 01:00 AM

im not interested in max… trust me, max is working against my brain… ;)



http://www.linkedin.com/pub/christoph-schaedl/6/558/73b

Replies: 1
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me also i trust Maya And Mudbox only these 2

Author: Maya Guru

Replied: 15 July 2010 05:04 AM  
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Well friends kindly pay attention

i request Autodesk to deliver their products with such a programming so that their softwares could be run easily in intermediate computer hardware’s. Like if u compare Z-brush its is not much dependent on hi-end graphic cards its Ram and processor based.

If u use drag rectangular stroke in Z-brush on more than 10 millions of polys it will give u an honest displacement but in the case of Mudbox which is no doubt a good true 3d application will definitely ask for some more G.P.U and C.P.U memory which means the high end out put is limitted to only hi define studios and productions and way way away from the reach of Students and a person like me who is an Instructor.

this is a big market opening for Z-brush it could get to millions of homes and the awareness factor will be much more as compare to Mudbox .

How ever if any one of u finds my post is wrong or any thing i wrote in this is not genuine

I GIVE FULL AUTHORITY TO MR.ADMINISTRATOR TO REMOVE MY THREAD

but i my self work only on Mudbox and cant tolerate it to be stay back or behind by any other sculpting Applications.



MAYA My love

Replies: 4
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well.. that is what i thought too .. initially.. but i lined them up on the same system, and there wasn’t really much difference between the two believe it or not! plus mudbox with its alternate ways to deliver detail makes it even easier and sometimes pointless to go so high.

one thing i haven’t seen though, and this might be a cool new feature.

3dsmax (and possibly all other major 3D apps too) can take into consideration the bump map when generating normal maps and merge them. i don’t think mudbox does that yet (?)

Author: YiannisK

Replied: 15 July 2010 08:53 AM  
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yaar if u call urs difuse map in the layer and use it for bump it will work like what u have mentioned plus play with some materials settings.it will Automatically converts the difuse to gray cale if u change the type in layer when initially making Bump

hope this is right.

Author: Maya Guru

Replied: 16 July 2010 08:19 AM  
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Yanisk could u also mentioned what are those alternative ways .Are u talking about the stencils.

Author: Maya Guru

Replied: 16 July 2010 08:23 AM  
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alternate way to deliver detail is using a bump map instead of making every detail available in geometry.
you will be surprised how much detail of the type people use crazy subdivisions in zbrush to achieve can be handled by a simple bump map. such as minor wrinkles, pores, etc. 

you can later take that image in your 3d/2d app and bake your normal map again (or convert your bump to normal and overlay) this will add all that minor detail straight on your normal map without the need for you to raise “billions” of polygons in HD micro-polygon resolution (or whatever fancy name zbrush calls it).

Author: YiannisK

Replied: 01 August 2010 06:10 AM  
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