God please let them finally add proper symmetry tools as well this time, even Blender has these since ages... and about every other 3D tool out there. As for the video looks cool will be fun to use.
God please let them finally add proper symmetry tools as well this time, even Blender has these since ages... and about every other 3D tool out there. As for the video looks cool will be fun to use.
O man I've wanted the ability to wrap a cylinder around an underlining mesh for the longest time! (I'm sure it's existed before now. I've just never looked for it.)
Having said that it is kinda nice to be able to export a level 4-5 subdiv from ZBrush straight into 3D Coat or Topogun and retopologize it, rather than have to take the extra step of Decimating if you want to retopo in Maya, but on the flip side I can see the added benefit of not having to move from software to software to get stuff done... guess its down to preference really
Good stuff. Pwweeeease improve edge creasing though (if that's what it's called, nobody uses it because it sucks), like Modo's Edge Weight tool. Been looking at transitioning over to modo because the lack of it.
i was looking forward to mudbox 2014 BUT this makes me sad!
i bet lot of the bugs from 2009 are still there and they have not implemented any actual helpful features really. something like a preset manager would have made a lot of difference!
what is the point of introducing retopo inside mudbox? there are already very fast alternatives out there.
i cant blame the dev team though, i bet the upper management orders them to create gimmicky features to sell more copies for the short run rather than build a strong base for the long run.
that goes to show that democracy is not always a good thing.
you dont really need popularity contests to tell how to make a good software.
photoshop is a great example of that, some of its core features were developed without such internet popularity contests.
foundational features like preset management wont win a popularity contest but they should be no brainers for the dev/management if they cared about long term improvements.
through out all this annual releases there has been no way of transferring personal profile/hotkeys/materials/presets etc. and there are too many bugs to list that date back 3-5 years.
haphazardly adding features and possibly introducing a bunch of new bugs on top of unresolved years old bugs while not improving the software base is for lack of better word weaksauce.
if noone repost those bugs they never get fixed... they only fixing new bugs... and bugs they are able to reproduce... if noone repost the bug for a new version they think its fixed or dont care...
if noone repost those bugs they never got fixed... they only fixing new bugs... and bugs they are able to reproduce... if noone repost the bug for a new version they think its fixed or dont care...
well it wouldnt be surprising if those people who posted them once or twice has finally stopped using mudbox and moved on to zbrush or something else.
i reported many many bugs and most of them i submitted multiple times from different versions as i found them.
be honest, fixing non-crash bugs are not really of any priority for them it seems.
this is their main problem, they rely too much on bug reports and user feedback instead of using some common sense.
i assume no decent modeler would do qa... cause its no fun at all..
and coder or standard qa isnt allways doing what we are doing.. so they dont see/find that many bugs...
a lot of bugs i reported where fixed three versions after the first report...
I don't think AD even really cares about Mudbox anymore, it seems like they have maybe 1-2 people working on it total.
Bugs I've noticed as of the last time I tried Mudbox (2013):
-Clicking on buttons with my tablet often didn't work unless I pressed down really hard.
-Viewport navigation can be twitchy, like the model will snap back a few frames when released from rotating. Happened with both traditional and trackball navigation.
-Stamp spacing sometimes causes the brushes to be off-center, so wherever I sculpted would we slightly to the upper right of the cursor.
-"M" hotkey doesn't work with Paint Blur brush.
-Color Chooser only updates color for current brush, out-of-sync with others even though it changes the title bar name depending on which is selected.
I'm sure there's more but those are the ones I remember.
No I use a MonoPrice tablet (switched last year from an Intuos3 after reading some glowing reviews). Pressure sensitivity is fine when sculpting/painting, it's just the buttons that are strange.
I also can't click on any of the buttons with my wacom mouse from my intuos 4 but it is not a big deal for me since I use the pen in mudbox. However I have been getting tons of errors when importing textures to use as a base for painting- like AO. Perhaps because it was mirrored object but I also did try to offset the mirrored uvs with one unit. I can't be really sure before I try one more time with another model
@ disanski
have you turned on "paint on overlapping uvs" in the prefs..?
and if you offset uvs in mudbox mud will try to load a texture for the seond uv tile... if there is no mudbox conform naming you get an error...
No I have not. thanks for pointing this out. Unfortunately I don't have it installed on this machine but I will try this to see if it helps. As far as I remember it was a red text on the bottom of the screen saying that there was was an error with importing the texture- it was tga and I tested with 32 bit and 16 bit files- same thing (have not used mudbox all that much still learning it so it could be anything). The error appeared even before I start painting but I will try you suggestion. Thanks again.
Edit: Thanks for the link this will probably solve the problem I have
When they had a bunch of Sneak Peaks last week, and Maya's was the fucking grease pencil I was pissed off. But seeing NEX being integrated is great and hopefully they have some more additions to the modeling toolset.
That sneak peak is just showing they have bought and integrated NEX into Maya proper. A tool which has been available since at least 2008. I guess it only takes like 5 years for AD to implement tools, way to go!
I guess it only takes like 5 years for AD to implement tools, way to go!
To be fair we don't know when AD acquired or licenced NEX, and how long it took them to implement.
Last year when AD launched the feedback/request system for their products (Max started this the year before), modeling tools/fixes were among the highest requested items for Maya, one of the requests was literally "Implement the Digital Raster NEX tools in to the next version of Maya". Hopefully the addition of NEX is a result of this feedback program, and ushers in a more efficient era for implementing features in the future.
i mean there were major updates to shaders viewport 2.0 etc for 3.5
Yes NEX is integrated. But there are other things that have been fixed, rewritten etc.
It took about 6 months to integrate NEX based on the betas. Its not fully integrated well as it stands but its well on its way.
i assume no decent modeler would do qa... cause its no fun at all..
and coder or standard qa isnt allways doing what we are doing.. so they dont see/find that many bugs...
a lot of bugs i reported where fixed three versions after the first report...
if you have some major bugs please share...
this. most of the beta people do it in their spare time. Qa staff are not modeling all the time.
Replies
http://www.youtube.com/watch?feature=player_detailpage&v=rsKeZUpZTC0
i was looking forward to mudbox 2014 BUT this makes me sad!
i bet lot of the bugs from 2009 are still there and they have not implemented any actual helpful features really. something like a preset manager would have made a lot of difference!
what is the point of introducing retopo inside mudbox? there are already very fast alternatives out there.
i cant blame the dev team though, i bet the upper management orders them to create gimmicky features to sell more copies for the short run rather than build a strong base for the long run.
short sighted greedy bastards lol.
http://mudboxfeedback.autodesk.com/forums/158904-ideas-for-mudbox-forum/suggestions/2818250-remeshing-retopo
if you pass me your personal bug list i can borther the dev team until they fix it...
that goes to show that democracy is not always a good thing.
you dont really need popularity contests to tell how to make a good software.
photoshop is a great example of that, some of its core features were developed without such internet popularity contests.
foundational features like preset management wont win a popularity contest but they should be no brainers for the dev/management if they cared about long term improvements.
through out all this annual releases there has been no way of transferring personal profile/hotkeys/materials/presets etc. and there are too many bugs to list that date back 3-5 years.
haphazardly adding features and possibly introducing a bunch of new bugs on top of unresolved years old bugs while not improving the software base is for lack of better word weaksauce.
well it wouldnt be surprising if those people who posted them once or twice has finally stopped using mudbox and moved on to zbrush or something else.
i reported many many bugs and most of them i submitted multiple times from different versions as i found them.
be honest, fixing non-crash bugs are not really of any priority for them it seems.
this is their main problem, they rely too much on bug reports and user feedback instead of using some common sense.
and coder or standard qa isnt allways doing what we are doing.. so they dont see/find that many bugs...
a lot of bugs i reported where fixed three versions after the first report...
if you have some major bugs please share...
Bugs I've noticed as of the last time I tried Mudbox (2013):
-Clicking on buttons with my tablet often didn't work unless I pressed down really hard.
-Viewport navigation can be twitchy, like the model will snap back a few frames when released from rotating. Happened with both traditional and trackball navigation.
-Stamp spacing sometimes causes the brushes to be off-center, so wherever I sculpted would we slightly to the upper right of the cursor.
-"M" hotkey doesn't work with Paint Blur brush.
-Color Chooser only updates color for current brush, out-of-sync with others even though it changes the title bar name depending on which is selected.
I'm sure there's more but those are the ones I remember.
and the paint color should only change for the current brush otherwise you would tint all other brushes like the projection brush...
MUDBOX_USE_LOWRES_TABLET_DATA
http://download.autodesk.com/global/docs/mudbox2013/en_us/index.html?url=files/GUID-A8F703A8-74A4-440F-A0A6-177AA101E1F3.htm,topicNumber=d30e60075
@ disanski
have you turned on "paint on overlapping uvs" in the prefs..?
and if you offset uvs in mudbox mud will try to load a texture for the seond uv tile... if there is no mudbox conform naming you get an error...
http://download.autodesk.com/global/docs/mudbox2013/en_us/index.html?url=files/GUID-5D5FD3FB-10A0-447B-8437-BDF070DE46AE.htm,topicNumber=d30e24491
Edit: Thanks for the link this will probably solve the problem I have
To be fair we don't know when AD acquired or licenced NEX, and how long it took them to implement.
Last year when AD launched the feedback/request system for their products (Max started this the year before), modeling tools/fixes were among the highest requested items for Maya, one of the requests was literally "Implement the Digital Raster NEX tools in to the next version of Maya". Hopefully the addition of NEX is a result of this feedback program, and ushers in a more efficient era for implementing features in the future.
First time I've heard of that, looks amazing!
Yes NEX is integrated. But there are other things that have been fixed, rewritten etc.
It took about 6 months to integrate NEX based on the betas. Its not fully integrated well as it stands but its well on its way.
this. most of the beta people do it in their spare time. Qa staff are not modeling all the time.