Mudbox 2011 Subscription Advantage Pack - New Features

By - - 3ds Max , Maya , Mudbox , Softimage
Duration
1 mins
Last modification: 16 Sep, 2017

The Subscription Advantage Pack for Autodesk® Mudbox™ 2011 delivers enhanced posing and painting tools and introduces new topology and UV-independent workflows to address common production challenges. Available for the first time for Linux® operating system, the Advantage pack for Mudbox 2011 significantly extends the toolset delivered with Mudbox 2011, with improved interoperability and flexible new feature sets that enable it to integrate more seamlessly into studio pipelines; meanwhile, expanded creative toolsets offer increased productivity without compromising artistic freedom.

Two overview videos below.....

 

Here is a list of the new features and enhancements:

 

- Linux executable (64 bit)

- Pose Tool enhancements: (multiple joints, mirroring, place on surface, weighting options, pose presets)

- 22 New Layer Blend modes

- Update topology with external applications

- Transfer Properties (sculpt and paint)

- Rebuild Lower Level Subdivision Levels

- Paintable Opacity

- Ambient Occlusion Baking Enhancements (between multiple objects)

- Export Ptex files

- Freeze based on layers (paint and sculpt)

 

Part 1:

 

 

 

Part 2:

 

 

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Tags
  • 3ds Max
  • Maya
  • Mudbox
  • Softimage
  • Misc
  • Announcements
  • General
  • Modeling
  • Subscription
  • The Area
  • Updates
  • Usefultools
43 Comments
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| 9 years ago
@nickzucc: currently, the Pose tools within Mudbox only support a maximum of 4 influences, so the most an area can be affected is by no more than 4 joints created. As for the creation of a skeleton as you would for rigging in Maya, Max, Soft, etc. - you are correct....you are better off building and weighting the skeleton in those packages and then bringing it in to Mudbox for posing. Keep in mind that the Pose Tools within Mudbox are just that....for quick posing, model adjustment and sculpt effects. They are not intended to be a full skeleton creation tool, or a rigging solution for that matter. The heirarchy within the object list is keeping track of the joints in order of their creation and, again, is not intended to re-align the influence of joints, parent heirarchies etc. As for the symmetry, you can create symmetrical bones, but cannot deform symmetrically.....currently. Storing poses on the skeleton in Maya and then bringing over those stored skeletal poses into Mudbox is not currently available as of yet either. You can bring over iterations of the geometry in poses and add those as layers though.......but the skeletal pose storing from Maya is something that, again, is not available........currently. ;)
"the only issue that I see in this workflow is that any work that I do in Mudbox with Geo to skeleton relationship, can not be passed back to Maya. " i have not tried it since i am not using maya but since it works in mudbox and you can export FBX i think the rig would hold anyway. You might want to give it a try.
| 9 years ago
Sorry, here is one other question. Wondering if there is the ability to set up skeleton in Maya, do all the weighting, then pose in Maya and then push that pose/skeleton changes to Mudbox. This way you could use Mudbox to fix/sculpt bad deformation and then sculpt out corrective blend shapes. Thanks again! :)
| 9 years ago
I just got a hold of this update here at work and I had to jump into the skeletal creation first thing. I'm very excited about this. Well, I'm having trouble finding information about this so I am going to propose a few questions here. When I build a joint chain for the human (default provided) mesh. I'm starting my joint chain at the root and building up the spine. When I get to the clavicle section Mudbox is having issues letting me create the skeleton as I would expect, same with the shoulders that branch from the spine. (I keep getting messages "Mudbox could not create the specified joint. No more than 4 joints can influence any one are of the model." It appears that this is an issue only when I am working with lower subdivision levels.) Also, Mudbox tries to auto determine the joint hierarchy for you. This works in most cases, but sometimes it doesn't get it right. I am not finding any option for re parenting joints to re arrange the joint hierarchy. It appears that I can middle mouse drag a joint in the outline (just like Maya) but it never really changes the parent/child relationship. When I do get a skeleton set up that is symmetrical and I go to pose that skeleton, there doens't seem to be a way to pose a joint on the left side and have it be mirrored on the right. (Like rotating both the left and right arms at the same time from an arms up position to an arms down position. I understand that a lot of my problems could be solved by building a skeleton in Maya and then importing that into Mudbox (Great feature by the way!) the only issue that I see in this workflow is that any work that I do in Mudbox with Geo to skeleton relationship, can not be passed back to Maya. The export to Maya option only seems to be mesh and texture related. There is no 2 way talk going on between the applications when it comes to skeletal information. Sorry for all the question in this area but I am hoping that someone will have some answers. Thanks, NickZ. :)
| 9 years ago
Trying to get bonus tools to work with advantage pack...frustrated. Anyone here know if there is a path I need to change in the bonus tools program folder to point to the advantage pack install? Or if there is something bonus tools installs in the Maya program directory that I need to copy over to my advantage pack install? Thanks, -NBreslow
| 9 years ago
2 Things I would like to see in the new version: 1. Send to 3DS Max 2. Clipping brushes, like the ones Zbrush has. I would like to see some more hard surface sculpting tools.
hey i believe there is already a thread started that is officially the place to drop some ideas there.
| 9 years ago
when will we see those selection , masking tool improvements ... it is making the progress slugish to pick everytime from the tabs or shortcutting . plsss
| 9 years ago
I notice the send to Maya option, will we be getting a send to Softimage options? If not my we please have this option, as it would be very usefull! thanks
| 9 years ago
Hi Craig, Thanks for letting me know about the legality - didn't consider that. I am glad that someone is listening and that some of the thoughts mentioned here are being considered. I too want the UI to remain very clean, hopefully a few unobtrusive additions and needed fixes will make their way to the product soon. I am going to cut and paste some of what I suggested into a post on the suggestion forum. Cool! @YiannisK - Please cut and paste your thoughts into the thread I am starting. I would do it for you but I don't want to misrepresent your feelings on the subject by doing it myself. Can't wait for this release!! -NBreslow
| 9 years ago
Great comments and suggestions.......keep them coming. @tijude: colour ptex extraction is not in the CURRENT release of Mudbox. How did those caps get in there? @Kanishk Chouhan: this release is only available to Subscription customers. Check with your school as they may have access to it. It's not available in a student or trial format. @NBreslow: "I wish someone from Autodesk would comment on some of the points raised here about the UI and the next release for subscription customers. " Well - there's only so much that we can say about an upcoming release that is not being released within the same quarter (legal reasons). However, improvements to the UI is something that is being looked at and there are some ideas (several mentioned here) that are being taken into consideration. The Mudbox UI will always be kept clean and simple to allow users quick access to anything they need. All of these suggestions here are great and, perhaps, we need a new thread in the Suggestions area in the forum?
| 9 years ago
YiannisK, All good comments! Let's hope someone else out there is thinking about this stuff. I wish someone from Autodesk would comment on some of the points raised here about the UI and the next release for subscription customers. There are some basic bugs that I would like to see ironed out - tool tray weirdness, not being able to properly delete custom falloffs, docking, ability to save UI, etc. I know these things aren't as cool as ptex or layer blend modes, still they make a difference. I think UI is one of, if not the major, reason most people like Mudbox vs. ZBrush so that is why I am harping on it. I really like the Mari beta UI - very well conceived and flexible. There are some videos floating around on YouTube that show the docking capability and the well-thought out presentation. The paint tool options are very impressive - Scratchpad! Built in preset menus, project preset menus and personal preset menus all presented very clearly/cleanly. Also - there is a customizable 'pie' pop-up that is very useful and must be seen in action. Reg. Scluptris - Pixologic hired the original developer to work on it so I still have hope that it can mature nicely. We shall see... Reg. Popups - I like some of your suggestions for what should be included. I am hoping this is a feature added down the line. Mudbox lists a tablet as recommended hardware so they clearly endorse using one as the main sculpting instrument. The less I am chained to a keyboard while working the better. We only have so many buttons on a tablet and I am just looking for a way to access key settings with a single hotkey on the fly in a space localized to where my brush tip is at any given moment. -NBreslow
| 9 years ago
One more feature request that I would like to suggest would be creation of geometry inside mudbox itself.... I hate going to maya or max for creating my basemeshes..... would luv to see this feature added... Although it might not be used much in production houses....bt still for personal artwork it would be a great help.....
I think because i am not used to working in zbrush i do not miss or feel like using any these and still work faster with minimum travels to the panel on the right and get exactly the results i expect. i would rather have the brush selection or falloff coming under the tip of the brush in a mini strip if anything. ofc everyone's way of work differs but i believe mudbox encourages you to use the optimal workflow. sounds like a good setup you have on your brush btw! i will give it a try! colour selection works exactly the same as it works in photoshop for ages . and that is simple and nice. you click on your colour slot, and pick your colour with a nice ring like painter.i would love to have a tiny mix colour palette floating in screen space like i keep my colours in photoshop on a corner of the page or like the mix palette in painter. i really like sculptris!! i think it will eventually replace zbrush. i'll be a little mean now, and i will say that pixologic, is so desperate, that actually bought a free tool that has better implementation of sculpting tools than their solution, and splashed their logo on it so that they don't lose users to it. as if they didn't have enough trouble with mudbox. :) visual feedback for size is there, with the ring, it can't be any clearer and straight forward than that. as well as a decently indicative strength mark. zbrush and sculptris might be a little fancier, more sleek as a UI presentation but it's not so important to me. there is a very healthy dose of competition that brings even better tools in our hands and this is great! what i would like to see is when i am changing tools in expert mode is a quick visual confirmation that indeed the brush has changed (and which is it) or the falloff mode i am using by briefly displaying its icon. ofc a go to last tool hotkey would be handy but instead of that hotkey, i use the one for the brush i need. since i would need to use a hotkey anyway that is not much of a problem since i have even more options than just the last one, and still only with one key. something else i would like, is 1-2 slots for an arbitrary temporary tool to use with a combo like it happens with smooth for example. this way i would be able to to have lets say.. wax with ctrl+shift or even one more, with alt+shift i.e. grab. or any other tool i prefer defined from a drop down menu in the preferences or hotkeys menu. personalized UI would be great. workspaces like photoshop. i am sure that the option to bring the east panel west would be welcome for many users (maybe it's already there? never tried it) ofc there is space for improvement but right now i believe that it is by far the most efficient and user friendly professional sculpting tool. these added features gave a nice bonus to the users, and i can't wait to see what the next version has in store for us :)
| 9 years ago
Is the Ptex export also available for painted texture because they didn't mentioned it in the video. At siggraph it was mentioned by the guy from pixar in the beta so I hope we can export all type of data into Ptex and not only displacement, normal, vector and occlusion but color map too.it will be pretty weird to need uv's only for color texture with renderman. I hope the feature will be complete at the final release.
| 9 years ago
YiannisK - Glad someone is thinking about these things too! I DEFINATELY DO NOT WANT MORE ZBRUSH CLUTTER/SLIDERS/ETC! Just wanted to make that clear! The thing I love about Mudbox is that it has a cleaner/simpler UI than ZBrush and (for the most part) the settings make sense. Still, there is room for improvement! I use a Wacom Cintiq and I map Brush Size (B) and Strength (M) to both my pen buttons because I access those settings most often. This means I lose middle/right click but have compensated by adjusting my Pan & Zoom hotkeys to Alt-B and Alt-M so I can navigate without issue. I have to use the mouse sometimes to do some clicking - not such a big deal. I really like the Sculptris popup settings where you get visual feedback for size, can adjust strength, enable masking, etc. in a simple, gestural way. I think Mudbox would benefit from something like this. It could be simple - strength & size sliders, BUILDUP SLIDER (sorely missing a hotkey like size/strength) checkbox for invert, mask toggle, stamp toggle, last tool toggle. Basically something that would save you from making a round trip to the Tool Properties panel, which isn't as persistent as I would like because it shares space with other UI elements and their Properties. This would save you having to map all of your Wacom buttons to Tool settings or using Radial Menus. Also, it would be so much easier to work in EXPERT MODE with everything you need to sculpt is one hotkey away. Plus, imagine being able to access color on the fly when painting? I really think it is an option they need to look at including. I would map it to a Cintiq side button (the bottom left one) and be able to use my Pen buttons for middle/right click again. Sure, that's just me and everyone is going to have a different setup that caters to them but like I said, there is a reason every other painting/sculpting application has this option - because people use it! I subscribe to the theory often used in web design that the fewer clicks and searching you have to make to get what you want, the better user experience you have. Not being able to save the workspace really sucks for Cintiq (and probably all tablet) users. I am a righty so every time I want to select a tool I have to go across my body to the tools panel at the bottom left of the screen - very unintuitive. If you were a traditional artist you would put your brushes next to your canvas on your strong hand side, correct? In traditional art you don't have to search for your tools, they are on the table next to you. One thing I will say for ZBrush is that you can customize the UI and get rid of most of the wonky UI crap. I use a setup very similar to this one: http://lesterbanks.com/2010/08/zbrush-4-custom-user-interface-tutorial/ Note the Brush strip to the right of the viewport and the settings to the top of it (ignore the stuff on the way right, more ZBrush clutter) - this is the essential stuff and I can access it with minimal movement. As great/clean as the UI is in Mudbox I think they have a little refining to do before I will be completely comfortable working with it 100% of the time (though I do use it more and more). Just my two cents, -NBreslow
| 9 years ago
Many in autodesk should look to that as quickly and efficiently develop mudbox! For today lacks a little bit - to create and paint texture even with a resolution of 8192?8192 And this will be long enough Excellent!
NBreslow these are some nice UI tweaks you suggested. but why would you need a panel when you have an interactive way to set up your size and strength? which is much faster and easier.why would you need to see sliders and numbers, when you can simply and visually set your size and strength? Try getting used to working without the GUI it is very nice to work like that in mudbox. i presume you are coming from zbrush? (usually people coming from zbrush ask for extra panels and sliders) you see that is the main difference and the most important one between the two. no weird nonsensical settings, unnecessary overcomplicated menus and procedures. this is what makes mudbox a better tool imo. if mudbox starts being like this i would really hate it, that is the reason i don't like zbrush. never did. So much that i didn't even bother much spending time on it when it came out. on my intuos4 i have an application specific layout for mudbox. I have linked 2 buttons with M and B and i can very quickly change my brush size, (or by using the disk) Alt and Ctrl etc. I guess you are doing the same? in mudbox there is no such thing as falloff range afaik there is only falloff curve. i rarely use falloff to be honest as i prefer to use more appropriate tools. i.e. i use scrape, flatten, wax and pinch. they give me better control than falloff, exactly where i like it and gives a nice organic\handmade feel to the result. this gives me a more "authentic" sculpting feel when working. (i would like that when texturing though) however, unlike size and magnitude, and since we have curves and not range, this would be nice to come up next to your brush tip, as a small panel to visually select a preset.
| 9 years ago
cant wait to get my hands on this update. A huge amount of new stuff here for games industry types like me. Anybody know if you can paint on a model using ptex withut uv's and then bake it across to a model with uvs?
| 9 years ago
All of these features look GREAT! I was just wondering if there are any minor UI updates that come with this release that might not be big enough bullet points to make the press release? Things like: - Improved panel docking, more flexible positioning. - Ability to save UI layout/prevent from resetting each time application starts - Easier 'snap to orthographic' view (instead of looking through camera each time) - Persistent camera bookmarks - Properties panel cleaned up Minor improvements like these might not make headlines but I think everyone likes the ability to customize their workspace (especially us Cintiq/Intuos) and reduce the amount of work-flow related repetitive clicks. Thanks in advance, -NBreslow PS: While we're on the subject I would love a pop up tool properties dialogue box that could be triggered with a hotkey to access stuff like size/strength/falloff/etc. This is a feature found in every major painting/sculpting application that is sorely missing from Mudbox.
I think you should upgrade your system. Sculptris is an interesting little tool, however no other sculpting software can't do things the way mudbox does and in some cases, they simply can't do what mudbox does. Upgrading your system would benefit you greatly!!!!
| 9 years ago
My system gonna die when I launch mudbox. Couldn't it possible to simplify it like sculptris? And I hate the masking tool in mudbox. I will surly try the new features of newer version. first have to buy a heavy graphics card. Thanks guys for updating...
| 9 years ago
Heyya as am a student..... I downloaded Mudbox from students.autodesk.com Just want to know is this update available to students also. If yes how do I update my current version of mudbox? Really excited to use the new features.... :)
| 9 years ago
@Yiannisk - glad you like what you see. Youtube now has a Closed Caption beta running! Try it out....click the "cc" bubble at the actual YouTube link and select "transcribe audio". It seems to do a n "ok" job. Here are the direct links: Part 1: http://www.youtube.com/watch?v=KMby1zgy4YY Part 2: http://www.youtube.com/watch?v=5AVPgHOzJD4&feature=related
awesome features!!!!!! if these are bonus what are we going to see in 2012!!!! :) too good!!! request for some friends, can you please add subs for hearing impaired artists? thanks!
| 9 years ago
oh i got it nevermind :)
Edited by Vgx5AD9x 9 years ago
| 9 years ago
FalconCrest, the rebuild lower subdivision levels means you can bring in a high res mesh as an obj from Zbrush or 3D coat and recontruct the lower levels. It is useful in a production environment where artist prefer different tools or packages. It means you can go back to the base level before any subdivision without having to bake out maps or trying to import as levels.
| 9 years ago
hmm only Linux? Is this update will be available for other systems ?
Edited by Vgx5AD9x 9 years ago
| 9 years ago
[size=3]I don't understand the [i]Rebuild Lower Level Subdivision Levels[/i], I've watched the video but I still don't understand. I hope someone could explain it to me with a little more detail ? :) Where is the export to [b]Softimage[/b] or even [b]Max[/b] for Max users ?[/size] This update does look like it has filled most of the gaps in Mudbox.
| 9 years ago
This looks interesting, the rebuild feature is something I have been hoping for as it will make swithing from other rival packages easier. I am interested to know if you can import poses such as facial blend shapes and do per pose sculpting on wrinkles/fatty bulges/ tendons etc. it would be cool to export a facial blend shape network with corresponding displacement maps back to Maya or whatever.
| 9 years ago
@ianucci - yes you can now freeze details based on sculpt or paint layers
| 9 years ago
The user base for Mudbox is smaller then zBrush but I get this distinct feeling that with the release of Mari soon, Autodesk is trying to make Mudbox a Painting / Sculpting app so you can do both or one or the other.
| 9 years ago
This is a great update, you guys really made up for the disappointing 2010 release. Craig can you confirm that you can now freeze based on texture layers? It wasn't demonstrated in the video but that is a great feature if I'm reading things correctly.
| 9 years ago
This is a very welcome array of very useful features. Some of which I've been asking for myself for some time. Thanks for that. One question about the Update Topology feature though. Does this only work with the Send to Maya option, or is there some way to do it using standard .obj file exporting and importing? I don't use Maya but would find that feature very useful. Does it just use the Transfer Properties feature internally? In which case I guess that could be used instead. I personally don't see the point of PTex if you still have to have UVs and a fixed res texture in the first place. Baking displacement to ptex textures I can see the point of, but for other maps, not really getting it.
| 9 years ago
My favorite feature is the Transfer Properties (sculpt and paint) , but everything else is just so useful too. Opacity painting was on many peoples wishlist, now we can paint our characters hair within Mudbox. Love the new AO, blend modes.
| 9 years ago
This version is not 2012 but a 2011 Service Pack or 2011/2012 combo :) Still good IMO regardless if you upgraded to the next version after this release, this release probably could give you a longer window of time compared to previous releases, aka it's a little future proof.
| 9 years ago
It's great to see the ptex support, but we're still stuck with UVs! I hope we can get it fully integrated soon with color textures being read from and written too. But all and all a great first step, and a good update. Thanks!
| 9 years ago
End of September release this is excellent :) Two updates per subscription that is fair it's good to see Autodesk is becoming more flexible with subscriptions/renewals etc.
| 9 years ago
Great extension of the features, good to see you guys working hard, :) Cheers
| 9 years ago
i guess i need to get myself a copy of mudbox 2011
| 9 years ago
they said at the end of the month it will be released
| 9 years ago
End of September for release!
| 9 years ago
Hi, This looks AWESOME. Any word on availability for download? Just checked my subscription page and I don't see this option listed. Thanks, -NBreslow
*Save $70 per month on Autodesk's Suggested Retail Price (SRP) when purchasing 1 year term 3ds Max or Maya subscription.