Can you hide polygons in Mudbox?


#1

Sorry if this sounds like a really basic question, I just cannot seem to find any documentation about this. If I am sculpting a really high res model, can I hide all polygons in a certain section so my computer is more able to handle the area I’m working on.

So for example, working on a face, can I hide everything but the ear so I can work on it with increased performance?


#2

hold down V and select some faces…
use H to hide tehm…

or select some faces and create a selection set and hide it in the object list…

or use uv tiles and use the shortcut shift+A to select all faces of an uv tile and hide it…


#3

Excellent, can’t wait to get home and try this. One more quick question if you don’t mind. If I have been making the ear with no symmetry, and now I decide I need the ear on both sides, can I now mirror it over instantly, or must I have symmetry on while I’m painting?

Thanks for the help!


#4

if you like to mirror geometry…
you have to use the > icon in the sculpint layer tab and go to mirror X…

if you like to mirror a texture you have to paint with symmetry on…
you could use the texture as stencil… or do the mirror in photoshop and refresh the layer…


#5

Thanks so much for the quick responses, if I think of any more I may post them.


#6

Alright, I have tried both things you suggested and they are awesome, thanks so much! I am still doing more training, but I have a couple quick questions which should be easy.

1: When hiding faces, it seems to only hide lowest level faces, even though I am selecting many. So if I select a bunch of faces, it’s hiding them on the lowest level of SubD and not the current. Any way to hide faces at a high level of subdivision?

2: Is it possible to drag a selection to hide faces, or do I have to paint the selection. So if I want to hide everything but a persons leg, can I drag a marquee selection around the leg or must I orbit around it and paint?

3: Using the Imprint brush, I can easily drop a sort of “decal” onto my mesh and sculpt using that alpha. However, when placing this if I drag off the mesh this will not work. Are there any other ways to use this tool? Zbrush has the drag rectangle which drags out from a center point and expands, which is awesome. Anything like that?

-My own answer… After some research it seems I can just use a Stencil, place it wherever I want, and use Flood on its own layer. This works perfectly for what I need, but I will leave the questions here for others to see.

4: Can I tessellate or model, or subdivide it without smoothing in other words?

5: Any awesome Mudbox plugins out there? I have yet to try it, but I just found Mudwalker which seems totally awesome.

6: Any way to make the Smooth brush a little stronger? I like what it does but it seems really weak, even when I raise up the Strength a lot…


#7
  1. it should work also in higher levels… but mudbox is hiding faces in patches based on the lowres mesh… so you cant hide a small area in higher levels it will allways hide a big chunk…

  2. rectangle selection is middle and left mousebutton together… and release first the middle i think…
    i recommend to create uv tiles for your bodyparts…

  3. subD without smoothing, there is an optionbox for in the mesh menue…

  4. no only mudwalker… the other stuff is built in…
    like the export PSD to photoshop feature (zapplink)…

  5. im using first the flatten brush… or move a level down…


#8

You rock! I’ll try these later today.


#9

This is indeed awesome, thanks for the wonderful help, all of your solutions are working great and really filling in the little holes in my training so far. :wise:


#10

thanks for feedback…

if you have some nice ideas for new features…
send them to autodesk… in the mudbox help menue --> suggest a feature…

same for bugs… --> report a problem
you will get a bug number and the devs will take a look…

if a bugs gets more reports he will climb up in the priority list… so report all you see…!


#11

The hiding face function gets very slow when you around 15+ mill polygons.

It does work well though.

I still would like a lasso rather than a rectangle.


#12

Any options in mudbox to delete lower subD levels? I noticed that AO can only be baked at the lowest level, unlike normal and displace. However, my lowest level isn’t what I need for the asset, so wondering if there is a way to delete it so that level 2 becomes the lowest.


#13

Hey guys, just another couple questions about Mudbox. I am considering really starting to use the software more, and would like to know if these things can be done.

Selections - As far as I can tell, the polygons selections can be frozen, thus letting you sculpt only in the non-selected region. Is there any way to turn the selection into a mask instead? I really like how you are able use masks in place of freezing, so this would be useful.

Drag rectangle - This is something I really like in Zbrush, and I guess the comparison here would be the Imprint brush. This does exactly what I want, however it seems you can only drag it out on the actual mesh since it’s a brush. Is there any way to do this just in space and have the sculpt laid onto your mesh? This brings me to my next question…

Flooding a Stencil - In the past I had used a stencil to get the result I needed in the previous question, which worked well. I could load a stencil up, and then paint onto it. But what if I need the stencil to be laid down uniformly? When I use a brush, it is difficult to paint perfectly uniformly through the stencil. I had tried using Flood, but this was making changes to the entire mesh when really I just want to project some sculpting detail onto a small area. Even when other spots were hidden, they were being flooded.


#14
  1. Not that I’m aware. Since selections are painted just the same as the mask, why not just use the mask tool? It would be handy to save out and import masks to maps though.

  2. No. I don’t find imprint to be anywhere near as useful as drag rect. You’ll have to use stencils instead if you want the image dragged off the model.

  3. Use Freeze. Then when you flood through a stencil it will only affect the non-frozen area. Being hidden doesn’t mean the model isn’t affected. This is true of painting too. Although you can’t paint directly on a hidden poly, the brush will still affect it if it’s large enough.


#15

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