Hey DW,
thanks for the quick response =], turns out the tutorial 'm working from uses a previous version so as far as i can tell there was either the the option to view wireframe without any shading whatsoever, or else it was just a wireframe mat he made himself. which leads me to another question is it possible to create a material in max and use it in mudbox? Also wanted to thank u for answering a question i had about local subdivision came across ur post on the subject over at the area so thanks for clearing that up aswell! awsome forums and a great community to the rescue once again!
So I'm trying to paint on a platform I modded, and I wanted to try painting it in Mudbox, rather that doing it in flat 2D space on Photoshop. My issue is that I only want to paint a texture onto one face, and not the other, but it's a pain to do without getting sloppy. I was wondering if Mudbox had a feature where I could mask off a portion to paint onto? Sort of like a layer mask in Photoshop? This is probably a dumb question, but I'm an amateur with Mudbox, and I haven't really taken advantage of all of it's features yet. If it can't be done, does anyone have a suggested 3D painting/texturing software that can isolate faces? Thanks in advance!
- I cannot combine the meshes because mudbox considers it one mesh, and even if I separated the two and then combined them again that would only change the way mudbox counts it as an object, it wouldn't physically change the shape of the mesh to fill the gap
I used the bridge tool today for the first time ( I didn't know it existed ) ... had a few problems but once I smoothed the boundaries after selecting the entire edge of both surfaces it worked very well. I had to create a tiny gap in the selected boundaries to get it to work but that was easy to fill the resulting small hole with the inspector. Once I took the bridged pieces back into Mudbox I was pleased to see it was all one entire surface. I am finding meshmixer a very powerful tool and it works great for preparing mudbox models for 3d printing and also as a great extention to mudbox and Maya workflow.
However Zbrush is clever because it still allows you to have your model subdivided at least a few times more over the limit by going to HD Subdivision Panel, then when you want to sculpt it only shows you small sections of the model, the process is tedious but you can have a mesh of 20 millions when Blender or Mudbox are done around 2 millions for example.
To get a more realistic look in BI, you can try putting in some arealights as well as making use of environmental lighting and AO (set to multiple). You also might need a hemi since it may be useful to prevent shadowed ares from becoming too dark. Another option might be to add spotlights set to shadow-only to increase the shadowing in areas that would otherwise not receive a lot of light. (using the shadow buffers since their imprecise and approximate nature could help here).
When making my blendshapes I prefer working with Mudbox rather than ZBrush. The only reason is the ease of integration with Maya.
As Maya and Mudbox both are from Autodesk, and both have their free educational versions available to download and use, I just ended up working with Mudbox. I am sure a similar workflow can be established to work with ZBrush as well.
1) Open maya scene file and duplicate the base head geometry. You will be making all your blendshapes to this duplicated head. Hide your original model by adding it into a layer if you want.
2) Make another duplicate of this head and name it mudboxHead. We will use this head to make all our blendshapes. I do this because, for whatever godOnlyKnows reason, if the workflow between mudbox and maya gets screwed up, I do not want it to affect my target head.
Remember! 3 heads are better than 1
3) select the mudbox head and navigate in Maya to File-> send to Mudbox -> send as new scene. (I assume that you have mudbox installed)
4) When the file opens in mudbox, you will see it centered in the screen. Hit A on keyboard to frame it.
5) If you have not used mudbox before, fear not. It is a blend of Maya and Photoshop and really easy to pick up. To your right, you will see layers. We are going to use these layers to do all our shapes. I wont go into the details of mudbox basics. You can get that from other tutorials online. I will assume you have a decent knowledge of the interface of mudbox.
6) to your right, you will see the face as a base layer. Lets create a new layer and call it BrowNearDown. thats the shape we are going to create.
Select all the new shapes created in mudbox, then the mudboxhead and create a blendshape. Test to see if all the shapes are working as needed. Its a good idea to test this in smooth mode. You will see problems with the shapes easily and mostly might have to go back and forth between mudbox and maya a little bit to get it right. If you do feel like a particular shape needs to be toned down, adjusting the layers opacity in mudbox will not work. This is because, when you send the model ot maya, it is sent with full opacity. So, you will have to sculpt down the layer manually. Thankfully, this is very easy to do. Select your erase tool in maya. and start painting. It basically erases the change you have done on that layer on parts that you are painting. To partially erase away, use the freeze brush first and paint with a faint opacity. That way you can get the erase brush to work in gradients.
Mine looks something like this when all this is done.
In more detail:
1)Select the mudboxHead and then go to paintblendShapeWeihts tool. If you did that right, your model will turn white. In the tool settings, you will see the name of the blendshape node and the blendshapes listed. Select the node. and in Value of brush, set to ZERO, and opacity to 100, click on Flood. the face turns black and will look like the default shape. No matter what you do with the slider, its not going to change shape.
2) hit W or go into a component mode. In front view, select verts from only one side of the face. Do not select also the center line. Go back to PaintBlendShapeWeights tool. now change value to 1 and Flood again.
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