Mudbox 2011


#19

Can Mudbox 2011 paint properly on the UV mirror seam of flipped, overlapping UVs? It’s pretty common in games to UV half your model, then mirror the second half to conserve UV space. Mudbox 2010 had problems painting along the mirror seam.


#20

move the overlapping uvs to the second uv tile and paint with symmetry on…
and use for ingame the texture in the first uv tile…


#21

Can you see both halves while you’re working, or does the half that is on the other tile get that gold material (if I’m remembering correctly from the 2010 trial).


#22

you can see both… and its working since mudbox 2009…


#23

Has the speed improved much on the Mac? I downloaded the demo of 2010 and even with a beefy Mac Pro (8 core, GTX 285, 8 gigs of RAM), it was really slow compared to ZBrush.


#24

So I was just at GDC and the Mudbox demo artist at the Autodesk booth could not show me the posing tools for 2011. He told me that the posing tool needed a model that has already been skinned/bound in another package like Maya or Max. Is this the case? Do you seriously have to rig your character before you can pose it in Mudbox?

I hope the demo artist just did not know the new features… if not that’s pretty lame.

Vector displacements look sweet!


#25

That is completely false. You can pose any mesh in mudbox, not just pre-skinned ones. No idea what he was talking about.

  • Neil

#26

here is the gdc2010 video

http://area.autodesk.com/gdc/ondemand7


#27

wow! thanks for that! Pretty awesome!


#28

The possibilities of usage of the VDM’s looks pretty cool but it’s a shame Adesk couldn’t incorporate their usage at rendertime in the 2011 releases of Max/Maya.
Also, the posing tools look nice but can you pose multi-objects akin to T-pose master, i wonder?


#29

definetly, you can pose multiple objects, quite easily if i might add.


#30

here is a video demonstrating multi-object posing

http://www.youtube.com/watch?v=j5jBw7Tj2T0&feature=player_embedded


#31

So i see theres a single click object&maps exchange with Maya now? has anyone tried this?
Is there a way to do this with Max?
I’m mostly interested if theres a “one click” way to transfer model with, few channels (bunch of layers each) from Max? and then when done painting “one click” again, and all the maps update back in Max?

cheers


#32

yes this will also work with max…
and mudbox is saving the images if youn hit crtl+s and max will pick them up…


#33

Does anybody know when the Mac demo for Mudbox 2011 will be available? The Win demo has been available since yesterday. I´m still waiting for the Mac thingy…

Thanks,
Marco


#34

EDIT

Went here and had to re-fill out all of my info, but got the 2011 Mac demo.

http://usa.autodesk.com/adsk/servlet/oc/offer/form?siteID=123112&id=12047753


#35

Thank you! :thumbsup:

Marco


#36

does someone else have weird shadows when creating an antialiased turntable movie?

edit: turned out the shadow resolution was responsible for some weirdness in the movies. it works perfect with 1024x1024


#37

Can’t seem to find the one click option for Max. How does that work?


#38

When doing highres models to be tileable textures, zbrush has the “wrap” function. Does Mudbox have something similar?