Changing Defaults


#1

Ok, so in the switch to 2009 theres a couple things that bother me right off the bat, and thats how the default material and light look. Even if the directional light itself didnt look bad, the default position on the camera isnt what I want to see for general sculpting.
So after tweaking around settings on the material and lights, i found what i liked, but there was no way to change the defaults associated with new file creation.
Going around in the file structure, I found the default material file I could just edit to what I wanted, but I didnt find anything about default lights, so i’m assuming it just auto creates a generic one on startup.

So my question, is there any way to manually change the default light created to something custom automatically, rather than me having to remember my settings and do it each time I make a new doodle session.


#2

Just create a lighting preset and a material preset…2 clicks (1 for mat, 1 for lights) each time you start up…I dont think thats too bad.

Wayne…


#3

Ok, did that and for the most part it worked well, and yes 2 easy clicks is what I was looking for.
Couple odd things happening (like when loading lighting preset, load in orientation locks in the lock on camera, so workaround is just making sure to remember to load it in before moving camera at all) but it works. Thanks.

Hopefully I dont see any other issues ^.^


#4

Hi,

then I wonder if you feel the same as I do when I say the brushing doesn’t feel like it used to do in v1. I remember that the way it felt when brushing was what made me prefer Mudbox before Zbrush, but in v2 it feels just like Zbrush. Just like if the pressure sensitivity isn’t the same.
Am I just muddling along or if this is something that really has been changed.


#5

In the bit i’ve been doing, it only seems different to me visually as i’m doing it, but thats because i’m forced into smooth shading by the horrible drawing error/incompatibility/whatever that stripes out the model when you’re not in smooth shading. Smooth is nice if you’re in the tens of millions of polys, but when you’re not, you lose all sense of form deformation without seeing the flat shaded faces. Or maybe its because i’m used to it.
Kinda frusterating that they expect you to define shape change through the new shadows and lightning vs the old methods you’re used to (kind like dumb microsoft updating to vista but not giving options to turn off that piece of crap 500mb memory hog that is their junk desktop ui. if you want it there fine, but let the people that dont turn the blasted thing off).

I had some irritation trying to get my smooth settings right, I ended up having to turn it down to something really low like .15 before it smoothed gradually instead of complete decimation of any form it was on.

In the end though, the steady stroke will make up for any small changes in deformation for me, at the high end poly range in v1 i’d have the general form shapes but if i looked really closely at different angles it was visible that a line stroke never went uniformly across where i put it, leaving very bad looking pits and such. A good side effect for a face’s patchy detail, but bad on limbs.

Having another problem i’m putting in a new post to get fresh looks though.


#6

This is an issue with your model being too small scale…scale it up, export and re-import to a similar size to the bases provided and those problems will go away. So that one is down to pilot error.

Wayne…


#7

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