Hey everyone.
Just a quick foreword, I just want to thank the people on this thread for putting up with my nonsense and helping me with my mudbox problems, It's been a rough beginning but in the end I will be able to have learned quite a bit about mudbox and will be able to take that to my scholarship application. I came here because I was very impressed by the talent I've seen on this forum, I've seen things here that have inspired me when I've felt like giving up and I hope that some of that will rub off on me at some point.
My current issue:
I've noticed that the colours of some of my layers have been damaged as a result of repeated exporting and importing from Photoshop via the 'export channel to psd' tool. I've been using 8 bit TIFF files as some of my layers, could that possibly be the reason for the degradation of colours? perhaps a slightly different colour management system or pallet etc? Should be doing things differently?
I really like this third party app tool which let's me use photoshop, it let's me fix artefacts due to slight misalignment and go and adjust hues and brightness much more effectively, so I think it would be fair to say that it'll be somewhat hard to do without it.
Replies
just use a brush with a spray like stamp and paint that area by hand...
and use a 16bit layer...
projecting = quality loss
Oglu, when you say projecting, do you mean using a stencil?
Neox, Yes I am projecting photos of a subject from different angles onto my model in mudbox, but like i said, adjustments must be made so that there are no visible transitions of colour and tone which makes photoshop all the more appropriate to use. No it's not the same i beleive, try using it yourself. Mudbox is limited in the way that you can effect a texture map, but taking it into photoshop gives you precise control and different options to work with. I mean why would they add that feature if it didn't work, right? people pay extra money when they're upgrading from existing products when they have new features like this to look forward to.
When I take it into photoshop, I do everything that mudbox either can't do, or things that are just easier to do using photoshop, and I think it's a good idea to incorporate photoshop as much as possible since it is a central product for image manipulation and an essential part of most graphic art related jobs.
As for your issue, I dont think I had it before but ill try to reproduce it and see what happens.
P
yes its the same... and its also bad...
in areas facing away from the camera you will have stretching...
if you are projecting over and over in such areas the quality of your paint is going down...
in mari you have a sort of fresnel masking against...
thats the problem with projecting... therefore im fixing most stuff with hand paint work...
Just so you know exactly what I'm talking about, here is a process; you press that channel export button and all of the paint layers from your object are exported to an external image editor, in this case photoshop. You use photoshop's exclusively diverse and useful set of tools to make corrections and adjustments, then you re-import the changes made by photoshop into Mudbox.
Very useful, trust me - that is if I can get it to stop doing what it does to the pallet when it imports into photoshop, or figure out what format to begin with.
So the problem is in the process of exporting to photoshop which i'd like to try and solve.
The bottom line is this, whether or not you like this feature I do, so if can, please include some advice for how to overcome this pallet problem.
maybe try in PS... edit --> color settings
and turn all off in color management
I was trying to find any plugin that will cause mudbox to export to photoshop with 16 bit but have no luck yet.\
What I think - you can export texture layers in separate files via FBX combine those in photoshop and work with layers with 16 bit and them import it back to mudbox. It is not same convenient and simple export but then you can be free of artefacts.
Maybe somebody knows better solution. I'll be happy to know.